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Made in gb
Towering Hierophant Bio-Titan






From /tg/

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.
   
Made in us
Legendary Master of the Chapter






 Vector Strike wrote:
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?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Edit:
WOW
Much skilled

Kinda sad about losing reserve manipulations and stuff in the other tactician table but now i get to be a yugiho duel master.

This message was edited 1 time. Last update was at 2014/05/21 17:03:54


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Oozing Plague Marine Terminator





Wow, a huge nerf to almost all psychic powers? AWESOME!

Never liked those tricksy witches anyway...

Just reading the new Powers list, and seeing all the things that cost me the game last match are gone? 7th is gonna be awesome.
   
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Grim Rune Priest in the Eye of the Storm





Riverside CA

 Desubot wrote:
 Vector Strike wrote:
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?


Better yet, full 10man THSS squad for that delicious 2+ invul save.

or Thunderwolves

Space Wolf Player Since 1989
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 Vector Strike wrote:
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?


Forwarning + Sancutary. 3++ paladins with a 2++ draigo. Depending on if he can roll powers on another table that is. Or if he's stuck with codex. If not, then Librarian

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After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.

 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

A S D psychic power?

Ridiculous.

The random nature of Perils is now also just silly. Suffering 'perils' but getting a better invuln or other boosts if you roll well? Random tables does not good game design make.

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 Desubot wrote:
 Vector Strike wrote:
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?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Add in a Priest for re-rolls in CC.

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
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On the Internet

 Green is Best! wrote:
After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.

Nids are limited to codex powers only, Tau and Sisters are out because they have no psykers, and neither do Dark Eldar.
   
Made in us
Fresh-Faced New User





Warlord traits are MUCH better!

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The best State-Texas

 Red Corsair wrote:
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....


It's deniable now at least.

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 xttz wrote:
From /tg/

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.


Hm. Escalation warlord traits are gone, or is the Escalation book still relevant?

This message was edited 1 time. Last update was at 2014/05/21 17:05:28


 
   
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Dakka Veteran




Know who might like Santic?

A Dark Angel Knights unit with Storm Shields, lead by a librarian. No reroll, but 2++ is kinda nice, and +2Str to the unit's also a wee bit handy.
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

xttz wrote:From /tg/

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 Tau perspective, I'd try Skilled Leader (or Tactician in Maelstrom of War) if I'm not in the mood to use the codex's ones. BUt they look a bit subpar.

Desubot wrote:
 Vector Strike wrote:
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?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Indeed... Put a GK Libby in their midst and safely cast Sanctuary.

Green is Best! wrote:After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.


I think they just didn't care about putting non-psyker factions there. Necrons are missing as well.
Nids will be able to use only their Codex powers, it seems.

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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Lesser Daemon of Chaos





San Mateo, CA

Holy cats! Hammerhand +2 to strength!? Oh my glob!

5000
Who knows? 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

 xttz wrote:
From /tg/

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.

If true, I much prefer these to the old ones. The first and third seem like they might be worth rolling on.

As a tyranid and deldar player, the new psychic powers frustrate me. I have one psychic race tha can't use them, and a race that just doesn't care at all. At the beginning of sixth I was excited for biomancy, and even telekinesis(though not good, I enjoyed the thought of my Hive Tyrant outstretching a clawed hand and Crushing an enemy unit). Know it's just a part of the game I ignore for the most part.

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On moon miranda.

I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Legendary Master of the Chapter






 Colpicklejar wrote:
Holy cats! Hammerhand +2 to strength!? Oh my glob!


Well no more GK shenanigans of +1 mod Before multiplying so i guess they needed to change that for nemi hammers.

But St5 conscript mega blobs awwww yeeeeee

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.
   
Made in us
Longtime Dakkanaut





Oh noes! Divination primaris is warp charge 2 now! I guess it would be overpowered at one but still, that stinks.

Is anyone aware of an online calculator which can calculate odds like "I have four dice, what's the chance of rolling at least two 6s." Or "I have three dice, what's the chance that at least two would come up 4+."
   
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South Chicago burbs

CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!

insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

11k
4K
4k
 
   
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Fireknife Shas'el




Lisbon, Portugal

 Desubot wrote:
 Colpicklejar wrote:
Holy cats! Hammerhand +2 to strength!? Oh my glob!


Well no more GK shenanigans of +1 mod Before multiplying so i guess they needed to change that for nemi hammers.

But St5 conscript mega blobs awwww yeeeeee


TH/SS termies, as you said before, with both Hammerhead and Sanctuary. S10 AP2 with 2++

Or...

Centstar with GK Libby. GoI lost both 24" limit and losing a model in doubles! Centstar express

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 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
Repentia Mistress





You know from a game perspective, you are shooting yourself in the foot if you only play units from one codex now. For instance, I would be stupid to only play Sisters without some serious psyker support which flies in the face of established game lore, but without I will just lose to any sort of real combined army. I see the cash grab, but is this really what GW wants because I can see how it might sour people like me on the experience? The other issue, is that the value of relative points is even more important. In the face of mixed units and armies those units which are not worth their points will never see the light of day. Its sad.

I know I am not articulating this well, as the written word is not my best medium, but I am not liking what this edition is going to do to the game based on what I am seeing here already with brief descriptions of ultimate combo units.
   
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Lisbon, Portugal

Faeit posted the Perils table.

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.


BarBoBot wrote:CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!


Oh my, missed that! Thousand Sons became playable!

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 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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Galveston County

Now that we actually have rules being leaked, can we move this conversation and close this thread?

Not much of a Rumors deal and we're at least 230+ pages of guessing/wishlisting/gnashing of teeth.

Maybe start one with actual rules and discussion?

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Yes, yes all the blessings look nice and spammable until your Psyker blows himself up trying to get them off, or gets denied back to before the Heresy because people will do that to yank the lynchpins out of people's lists.
   
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 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.


Khornate Chaos and Black Templars.
   
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On moon miranda.

 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".
There's also various SM chapters and IG regiments that would fall under this, Khornate CSM's and Daemons, etc. Knights have no integrated psychic support (they could take allies, but having to take allies to counter a built in game phase feels...very wrong). But even just staying at 4, that's still pretty big.


Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.
That'll help them, but not really anyone else.

This message was edited 1 time. Last update was at 2014/05/21 17:21:39


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access

I still find it funny that so much attention is at using 2-3 powers to get a better invuln in here when invisibility literally just avoids being hit to begin with. Even had S D not been nerfed, it would have made seer councils immune.

Seriously no one else is concerned with the power ramp on invisibility?

   
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Perils aside from 6's looks brutal, thats good

And those new traits are actually mostly useful. Craziness

And now i need to model a GK librarian

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