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Made in us
Savage Khorne Berserker Biker





Texarkana TX

has the fmc change about assault been confirmed, or still just rumor?

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Nasty Nob






Is it just me or did Astropaths get really good? They can actually use Invisibility now and Psychic Shriek got even better.

   
Made in us
Quick-fingered Warlord Moderatus





So draigowing with sactuary making a come back? lol

=/

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Made in fi
Dakka Veteran





Da Butcha wrote:
Once again, my orks are confused.

I'm sure that something will be explained/FAQed/fixed in the new codex, but my weirdboy is weirded out.

Wot you mean I can summon weird-things?


Maybe the things Orks can summon are daemons of Gork and Mork. Who knew, but apparently they exist!

I think I already found my Greater Daemon of Kho.. I mean Gork

This message was edited 4 times. Last update was at 2014/05/21 16:36:11


 
   
Made in us
Storm Trooper with Maglight





Virginia

This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


 
   
Made in gb
Regular Dakkanaut




so i guess Force Weapons can be nullified now?
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

If the brotherhood banner still auto activates force weapons I will be all over them.
   
Made in us
Longtime Dakkanaut




Wichita, KS

Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Now I understand why they have a psychic card. That is a big deal for my Tyranids when facing Grey Knights. Also Demons.
   
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5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Looks like it.

Live Ork, Be Ork. or D'Ork!


 
   
Made in no
Stealthy Grot Snipa





Gate of Infinity... Looks like the Psyker can't bring his unit with him anymore... Or?

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
Made in us
Tunneling Trygon






Biomancy... holy mother of the Emperor. Endurance now gives 4+ FNP and EW, Iron Arm just gave +3 Toughness instead of d3, Warp Speed is also +3... Guys, I think Daemon MC spam just won the game.


 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

This message was edited 1 time. Last update was at 2014/05/21 16:31:30


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Longtime Dakkanaut




Indiana

 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double

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

My Deathwatch army project thread  
   
Made in us
Judgemental Grey Knight Justicar




USA

 zachwho wrote:
has the fmc change about assault been confirmed, or still just rumor?

Thus far I have seen no confirmation. It seems like a ludicrous change, basically ending all assaults for FMCs.

Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
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Sadistic Inquisitorial Excruciator





 whembly wrote:
 Hulksmash wrote:
Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.

Re: Biomancy... I like it better now, especially Endurance (Eternal Warrior!). In 6th, I always seems to roll that power.


That power always gave EW. It's only marginally more powerful now, but twice as expensive.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

It's a Blessing... and evidently, your opponent can try to DtW that on a natural roll of sixes.


Automatically Appended Next Post:
Mavnas wrote:
 whembly wrote:
 Hulksmash wrote:
Biomancy got a bit better. Pyromancy and Telekenisis are pointless still (especially since they moved gate). Changes to Telepathy are welcome and it's still a solid power set. Santic is solid and I like my GK's getting +2 strength. Liking the idea of allied GK/Inquisition. IG blobs be scary! Divination took a bit of a hit but is still a super good power set.

Overall I wish they'd fixed the two bad power groups but I'll happily take the others.

Re: Biomancy... I like it better now, especially Endurance (Eternal Warrior!). In 6th, I always seems to roll that power.


That power always gave EW. It's only marginally more powerful now, but twice as expensive.

O.o... I believe it was Iron Arm in 6th that granted EW.

This message was edited 1 time. Last update was at 2014/05/21 16:34:30


Live Ork, Be Ork. or D'Ork!


 
   
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Mechanized Halqa






Does anyone know if witchblades are now force?


 
   
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Savage Khorne Berserker Biker





Texarkana TX

 undertow wrote:
 zachwho wrote:
has the fmc change about assault been confirmed, or still just rumor?

Thus far I have seen no confirmation. It seems like a ludicrous change, basically ending all assaults for FMCs.


that rule alone would probably make me rage quit.

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Archmagos Veneratus Extremis




On the Internet

 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

They're probably getting that idea from it being a Blessing. And Blessings can be denied now. We don't have anything on that card that says its immune to denial after all.
   
Made in us
Sadistic Inquisitorial Excruciator





tag8833 wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?

Now I understand why they have a psychic card. That is a big deal for my Tyranids when facing Grey Knights. Also Demons.


It also means it only costs 1 to activate the whole unit. Multi- psyker units seem like a thing you will see more of.
   
Made in us
Quick-fingered Warlord Moderatus





Does seem that Force weapons are counterable now on 6s,

But that did clear up a question I had regarding when and how you would activate them.

Seems clearer and a bit stronger. Sure its counterable, but now I dont have to wound to activate, its already on and you'll die if i hit and wound

This message was edited 1 time. Last update was at 2014/05/21 16:39:05


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Made in us
Storm Trooper with Maglight





Virginia

 Leth wrote:
 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double


The point I was trying to make is that as far as I'm aware, the Imperial Guard doesn't have any psykers who can use those disciplines.


 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 ClockworkZion wrote:
 kronk wrote:
Chad Warden wrote:
so i guess Force Weapons can be nullified now?


I am not sure where you are getting that. They're still just as deadly.

The Force power clearly works in a similar fashion (and is better, to be honest since for 1 WC, all Force Weapons in the unit are empowered). You just cast it during the Psychic Phase instead during combat and it lasts for 1 turn.

They're probably getting that idea from it being a Blessing. And Blessings can be denied now. We don't have anything on that card that says its immune to denial after all.


Now I got ya.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Quick-fingered Warlord Moderatus





 Smitty wrote:
 Leth wrote:
 Smitty wrote:
This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


They could always use both, its just only Grey KNights/Daemons dont get the perils on any double


The point I was trying to make is that as far as I'm aware, the Imperial Guard doesn't have any psykers who can use those disciplines.


Not in 6th no, they may not have access to those tables now but it sounds like they will in 7th

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Nasty Nob on a Boar





Galveston County

Vortex = Purple Sun

Nice, only 12" though.


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Found this (Faeit). New Vehicle Damage Table:

OK, the vehicle damage chart really is simple, but has a few surprises.
1-3 Crew Shaken: vehicle only firing snap shots like normal
4 Crew Stunned: vehicle only firing snap shots and cannot move or pivot. Zooming flyers cannot turn and must move 18".
5 Weapon Destroyed: as normal and if all weapons have run out of ammunition or or already destroyed count as immobilized
6 Immobilized: Chariots count as Crew Stunned, Flyers 1-2 flyer crashes with Crash and Burn rule. 3+ it counts as crew stunned.An already immobilized vehicle suffering another immobilized result loses an additional hull point.

7+Explodes: D6 radius for a Strenth 4 hit on nearby units. vehicle destroyed

Crash and Burn: lg blast and scatters 2d6 for S6 hits.

Wrecked vehicles are those that lose all their hull points. becomes scenery

Perfect Organism wrote:Is it just me or did Astropaths get really good? They can actually use Invisibility now and Psychic Shriek got even better.


Still with Ld 7 :/

Smitty wrote:This makes me wonder...

Are they going to FAQ the Imperial Guard psykers now? Because that card states that the guard can use both Sanctic AND Malefic Daemonology as psychic powers.


Dunno why would they. The Psychic table card clearyl shows AM have access to both disciplines.

MRPYM wrote:Does anyone know if witchblades are now force?


It's a possibility, as Eldar has access to the Force card... But then I hope they'll lose Flesh/Armourbane!

This message was edited 1 time. Last update was at 2014/05/21 16:46:44


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
Fixture of Dakka



Chicago, Illinois

If they didn't have access to those disciplines that quick reference chart would not make a whole lot of sense.

Just want to point out that if Chaos Daemon Pink Horrors get access to biomancy it can be one of the best units in the game. In a group of 20 it generates 3 Warp Charge, biomancy has two shooting attacks. There's nothing bad on that chart that they could roll that would hinder the unit.

Sure youcan counter on 6s but I have 3 units that have that.


Daemons and Grey Knights became insanely powerful.


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Haemonculi Flesh Apprentice






Wow, invisibility is broken as feth! If you thought killing seer councils was difficult before, try needing 6's to hit them in hth and shooting as well as template immunity... I'll even go so far as to say they no longer need fortune as long as they are invisible....

   
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Mighty Vampire Count






UK

Thanks very much for the Psyker info guys...........

I AM A MARINE PLAYER

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Fireknife Shas'el




Lisbon, Portugal

Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?

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.
 
   
 
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