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Made in us
Fixture of Dakka





Runnin up on ya.

 ClockworkZion wrote:
 agnosto wrote:
Man, that's a whole lot of level 3 psychic powers.

And if the way the powers are used is correct then you need to roll 3+ dice with a 4 or better on each of them to cast the powers. I see lots of dice being thrown to get these off.


And my Tau will be able to do nothing about this stuff....gee, I'm facing an army with 20 dice in the psychic phase and I have a maximum of 6...wow.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in fi
Courageous Space Marine Captain






Okay, loyalists better have no access to that Malefic Daemonology... For CSM it is quite cool (I wonder if Khorne would be okay with a sorcerer summoning his daemons?)


   
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Huge Hierodule






North Bay, CA

I guess unbound will finally let people run their genestealer cult lists.

   
Made in us
Dakka Veteran




Mississippi

So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.
   
Made in us
Shas'la with Pulse Carbine






Any help for the work blocked?

GW Apologist-in-Chief 
   
Made in us
Quick-fingered Warlord Moderatus





Summoning as the primaris? But 3 warp charges, seems ok for what you could possibly get

Now to see what armies can actually use this power table

3000
4000 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Except for the fact you won't need the cards or the daemon codex to play the game. You have to have a Mastery Level 3 psyker to even use most of them. There is more than the malefic psychic chart.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in us
On a Canoptek Spyder's Waiting List




How many 6+ do i need to roll in order to deny a level 3 power. I know they need three 4+ rolls to get the power of does that make me roll three 6+ to deny it? Do I just need one 6+ to deny the power? I play Necrons, Do my tomb spiders need to roll their special denial roll from the pool or is it separate, as far as that goes do they need a 6+ now or still the 4+ they had before? I know other armies have similar rules in them so I think we can see some FAQ action from day one, or at least I hope we do.

8000+
3000+
6500
2000
Jade Falcon: 26 Mechs/1 Dropship(leopard) 
   
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Longtime Dakkanaut






That picture looks really odd to me. Maybe I'm being overly critical.
   
Made in at
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Hahahah if the jink rumor turns out to be true, White Scars players who started a WS army just because of how good they were since September 13 took a high five. To the face. With a bat.

2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
Eldar tactica l Black Templars tactica l Tau tactica l Astra Militarum codex summary l 7th ed summary l Tutorial: Hinged Land Raider doors (easy!) l My blog: High Gothic Musings
 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in us
Dakka Veteran




Mississippi

 Sinful Hero wrote:
Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Except for the fact you won't need the cards or the daemon codex to play the game. You have to have a Mastery Level 3 psyker to even use most of them. There is more than the malefic psychic chart.


Except for the fact that unless they provide the full rules special and statline wise for all those daemons in the BRB. You in fact will need the Codex: Chaos Deamons to make use of the powers of summoning at all.
   
Made in us
The Hive Mind





Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Only one of those is actually required to play the game.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Fixture of Dakka





Runnin up on ya.

barko wrote:
How many 6+ do i need to roll in order to deny a level 3 power. I know they need three 4+ rolls to get the power of does that make me roll three 6+ to deny it? Do I just need one 6+ to deny the power? I play Necrons, Do my tomb spiders need to roll their special denial roll from the pool or is it separate, as far as that goes do they need a 6+ now or still the 4+ they had before? I know other armies have similar rules in them so I think we can see some FAQ action from day one, or at least I hope we do.


And how will psychic hoods work with all of this?

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in us
Calculating Commissar






Cursed earth seems to go a long way to making War Talons worth it.

Also, I do like the daemon summoing powers. I am not a fan of the requirement to buy the Chaos Daemons book on top of it, but I understand why they are not included.

Urge to run traitor guard rising...

40k: IG "The Poli-Aima 1st" ~3500pts (and various allies)
KHADOR
X-Wing (Empire Strong)
 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

"I'm taking only Wyrdvane Psikers and drown eveyrone in Bloodthirtherrs yadda yadda sky is falling" ;-)
I think I like those powers. They are fluffy and not OP. I woldn't take them with loyalists, but for Traitor guard they look nifty.
I can already hear the screams "cash grab! You need the demons dex!" But personally I think it would have been a bad idea to include all demons stats/rules in the BRB.
Of course I'm not happy shelling out a hundred bucks for a new book, but I realy (want to) believe that 7th will be better than 6th and that was my preferred edition by far.

 
   
Made in us
Graham McNeil





Oh yeah, I forgot the bit about mission cards in my blog post.




You pull three cards from the deck as does your opponent. If you accomplish the objective on the card, you draw another. You always have three cards in hand.

   
Made in gb
Nasty Nob






New psyker rules seem like a significant nerf to armies with lots of psykers, if that 4+ thing is correct. You need two or three dice to have a similar chance of casting a mastery level 1 power. Once you've got more than a couple of mastery levels in your army, they become less effective than they are now. Astra Militarum players are probably hit hardest by that.

Not sure how things are likely to go with builds that rely heavily on one power. On the one hand, it's simple enough to put plenty of dice into the one you want, but on the other it might also be easy enough to block it with Deny the Witch.

Looks like Malefic Daemonology is pretty much what people were afraid of. At least it doesn't force you to randomise the type of daemon you get.

Cursed Ground seems like it will be part of some nasty combos, thanks to stacking. Whether that means Daemon based deathstars are still viable depends to be seen. Will make Daemon Engines and Obliterators especially tough.

Sanctic Daemonology might offer counters to that kind of thing though, through debuffs to Daemon saves or something.

Psychic shooting attacks seem to still be terribly underwhelming. You effectively end up paying 25 points for something little more impressive than a combi-weapon.

And I have to say I absolutely love the look of the new book. I think they got a little too excited about being able to do everything in full colour for sixth edition and forgot that 'less is often more'. This one looks sharp as hell.

   
Made in gb
Longtime Dakkanaut






slaede wrote:
Oh yeah, I forgot the bit about mission cards in my blog post.




You pull three cards from the deck as does your opponent. If you accomplish the objective on the card, you draw another. You always have three cards in hand.


Do you have to reveal cards?
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Mr.Church13 wrote:
 Sinful Hero wrote:
Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Except for the fact you won't need the cards or the daemon codex to play the game. You have to have a Mastery Level 3 psyker to even use most of them. There is more than the malefic psychic chart.


Except for the fact that unless they provide the full rules special and statline wise for all those daemons in the BRB. You in fact will need the Codex: Chaos Deamons to make use of the powers of summoning at all.

Except for the fact the Malefic powers aren't required to play the game.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in us
Graham McNeil





barko wrote:
How many 6+ do i need to roll in order to deny a level 3 power. I know they need three 4+ rolls to get the power of does that make me roll three 6+ to deny it? Do I just need one 6+ to deny the power? I play Necrons, Do my tomb spiders need to roll their special denial roll from the pool or is it separate, as far as that goes do they need a 6+ now or still the 4+ they had before? I know other armies have similar rules in them so I think we can see some FAQ action from day one, or at least I hope we do.


I would assume you need three, but I do not know.


Automatically Appended Next Post:
 Squidbot wrote:
slaede wrote:
Oh yeah, I forgot the bit about mission cards in my blog post.




You pull three cards from the deck as does your opponent. If you accomplish the objective on the card, you draw another. You always have three cards in hand.


Do you have to reveal cards?


I wasn't told that. I assume you would have to do that.

This message was edited 1 time. Last update was at 2014/05/12 21:08:46


   
Made in us
Calculating Commissar






 Perfect Organism wrote:

And I have to say I absolutely love the look of the new book. I think they got a little too excited about being able to do everything in full colour for sixth edition and forgot that 'less is often more'. This one looks sharp as hell.


I agree. I am enjoying the "minimalist" style.

40k: IG "The Poli-Aima 1st" ~3500pts (and various allies)
KHADOR
X-Wing (Empire Strong)
 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Last one is only true for Daemonology, and the cards might be optional extras that replace a chart in the book that does the same thing.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

slaede wrote:
barko wrote:
How many 6+ do i need to roll in order to deny a level 3 power. I know they need three 4+ rolls to get the power of does that make me roll three 6+ to deny it? Do I just need one 6+ to deny the power? I play Necrons, Do my tomb spiders need to roll their special denial roll from the pool or is it separate, as far as that goes do they need a 6+ now or still the 4+ they had before? I know other armies have similar rules in them so I think we can see some FAQ action from day one, or at least I hope we do.


I would assume you need three, but I do not know.


Automatically Appended Next Post:
 Squidbot wrote:
slaede wrote:
Oh yeah, I forgot the bit about mission cards in my blog post.




You pull three cards from the deck as does your opponent. If you accomplish the objective on the card, you draw another. You always have three cards in hand.


Do you have to reveal cards?


I wasn't told that. I assume you would have to do that.

Or one for each 4+ your opponent rolls. If they are taking a WHFB approach, they might take the "add more dice to try and force it through while putting yourself at further risk of Perils" mechanic.

This message was edited 1 time. Last update was at 2014/05/12 21:11:02


 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
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On the Internet

 Samurai_Eduh wrote:
Any help for the work blocked?

http://talkwargaming.blogspot.com/2014/05/news-daemonology-leaked.html
   
Made in us
Dakka Veteran




Mississippi

 Sinful Hero wrote:
Mr.Church13 wrote:
 Sinful Hero wrote:
Mr.Church13 wrote:
So we're up to...

7th ed rules
Mission cards
And Codex Deamons required to use the psychic powers

That start gap grows ever wider still.

Except for the fact you won't need the cards or the daemon codex to play the game. You have to have a Mastery Level 3 psyker to even use most of them. There is more than the malefic psychic chart.


Except for the fact that unless they provide the full rules special and statline wise for all those daemons in the BRB. You in fact will need the Codex: Chaos Deamons to make use of the powers of summoning at all.

Except for the fact the Malefic powers aren't required to play the game.


But being cut off from using a power you have access to because you don't wanna buy a codex is just a ok when you already pay a premium for the basic rules. Yup gotcha. Here's your hamburger and french fries but if you eat any fries its an extra 60 bucks.

This message was edited 1 time. Last update was at 2014/05/12 21:14:15


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

 pretre wrote:
slaede wrote:
http://daemons40k.blogspot.com/2014/05/i-have-some-7th-edition-infos-psychic.html

My FLGS manager got some info out of his GW rep. Apparently they can spill the beans now, but I only got a bit of new infos about the psychic phase.

At least paste the information... edit: Ahh, he wants blog hits.

I spoke with my FLGS guy who talked to the GW rep this morning. Not all of my questions were answered, but here is what I heard that is not something already all over the internet. This assumes the GW rep had his facts straight, and the FLGS guy relayed them correctly via the game of telephone.


Battle Brothers

Eldar/DE
Chaos/Daemons
All Imperium

All others were convenience, desperate or apocalypse.

No answer as to whether you can join units of battle brothers.

Psychic Phase

Roll a D6 and add the total mastery levels of all your psykers. You get that many power dice and your opponent gets that many DTW dice.

To cast a power, you need to roll a 4+ for every warp charge of the power you're using. So warp charge 2 = two 4+, meaning you'd need 4 power dice to have an average shot.

Your opponent dispels the power with a roll of a 6 on their dice. So the more dice they have, the more shots they get at rolling that 6 to cancel out that critical power. I was told that the mastery level of the psyker dispelling the power lowers the roll needed to dispel it. So a ML2 psyker dispels on a 5+, ML3 on a 4+. etc...

That is what I was told.

That seems wrong to me because Fateweaver, Eldrad and Ahriman could dispel anything on a 3+. More likely, I would think you compare mastery levels between the casting psyker and the dispelling psyker, and apply a bonus that way. This is conjecture. What I wrote above is what I was told.

What I also don't know is if there is a dice limit a psyker can use to cast or dispel a power based on their mastery level. I also don't know if you need two 6's to dispel a ML2 power. I assume you do.

You would figure Adamantium Will would give you +1 to DTW for powers cast at a unit with that rule.

Jink Save

Jink is a 4+, however it is no longer always on. You must declare a jink to claim it, and if you do so, it's snapshots only in the next phase.

Sweeping Advance

Unchanged. You do not consolidate into a new combat.

And that's all I got that's new! So you can go runtelldat.


No BB for Tau... but that makes sense. Taudar lists got some shaft, as Centurion stars now rely on Loth or Mantis Warriors Libs. I'd like to see them as the kings of Allies of Convenience.

Both sides get the same number of dice in psychic phase. That's cool! Casting on 4+ for each 'Warp Charge' is nice as well. Who could tell, Fatey, Eldrad and Ahriman play Blue decks.

Now Jink is WAY more balanced. On the other hand, focus firing Centurions and bypassing LANGUAGE! in his bike won't be a possibility (why would a 2+/3++ model turn jink on?)

No change to consolidation... it would be nice to have.

Remember: The language filter is a convenience, not an excuse - you're still responsible for your posts. --Janthkin

This message was edited 1 time. Last update was at 2014/05/12 22:19:29


AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Quick-fingered Warlord Moderatus





Mr.Church13 wrote:


But being cut off from using a power you have access to because you don't wanna buy a codex is just a ok when you already pay a premium for the basic rules. Yup gotcha. Here's your hamburger and french fries but if you eat any fries its an extra 60 bucks.


Except the demon models basic statlines aside from special rules are in the rulebook in 6th in the back?

This message was edited 2 times. Last update was at 2014/05/12 21:17:47


3000
4000 
   
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 Ifurita wrote:
I guess unbound will finally let people run their genestealer cult lists.


I can only dream of this.

Sir Isaac Newton may be the deadliest son-of-a-bitch in space, but John von Neumann is the logistics officer that eats your problems and turns them into kit.  
   
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 Vector Strike wrote:
 pretre wrote:
slaede wrote:
http://daemons40k.blogspot.com/2014/05/i-have-some-7th-edition-infos-psychic.html

My FLGS manager got some info out of his GW rep. Apparently they can spill the beans now, but I only got a bit of new infos about the psychic phase.

At least paste the information... edit: Ahh, he wants blog hits.

I spoke with my FLGS guy who talked to the GW rep this morning. Not all of my questions were answered, but here is what I heard that is not something already all over the internet. This assumes the GW rep had his facts straight, and the FLGS guy relayed them correctly via the game of telephone.


Battle Brothers

Eldar/DE
Chaos/Daemons
All Imperium

All others were convenience, desperate or apocalypse.

No answer as to whether you can join units of battle brothers.

Psychic Phase

Roll a D6 and add the total mastery levels of all your psykers. You get that many power dice and your opponent gets that many DTW dice.

To cast a power, you need to roll a 4+ for every warp charge of the power you're using. So warp charge 2 = two 4+, meaning you'd need 4 power dice to have an average shot.

Your opponent dispels the power with a roll of a 6 on their dice. So the more dice they have, the more shots they get at rolling that 6 to cancel out that critical power. I was told that the mastery level of the psyker dispelling the power lowers the roll needed to dispel it. So a ML2 psyker dispels on a 5+, ML3 on a 4+. etc...

That is what I was told.

That seems wrong to me because Fateweaver, Eldrad and Ahriman could dispel anything on a 3+. More likely, I would think you compare mastery levels between the casting psyker and the dispelling psyker, and apply a bonus that way. This is conjecture. What I wrote above is what I was told.

What I also don't know is if there is a dice limit a psyker can use to cast or dispel a power based on their mastery level. I also don't know if you need two 6's to dispel a ML2 power. I assume you do.

You would figure Adamantium Will would give you +1 to DTW for powers cast at a unit with that rule.

Jink Save

Jink is a 4+, however it is no longer always on. You must declare a jink to claim it, and if you do so, it's snapshots only in the next phase.

Sweeping Advance

Unchanged. You do not consolidate into a new combat.

And that's all I got that's new! So you can go runtelldat.


No BB for Tau... but that makes sense. Taudar lists got some shaft, as Centurion stars now rely on Loth or Mantis Warriors Libs. I'd like to see them as the kings of Allies of Convenience.



That throne belongs to IG and I doubt they will be giving it up. There is a fluff reason for IG to ally with every faction. Not so with everyone else.

40k: IG "The Poli-Aima 1st" ~3500pts (and various allies)
KHADOR
X-Wing (Empire Strong)
 Ouze wrote:
I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
 
   
Made in us
Shas'la with Pulse Carbine








Thank you, sir!

GW Apologist-in-Chief 
   
 
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