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Made in gb
Towering Hierophant Bio-Titan






So you can have as many Combined Arms detachments as you like at any points level, so long as you take 1 HQ 2 Troops for each?

Have Smash + Vector Strike changed?

Can ICs that have Infiltrate confer it to a unit they join?
   
Made in us
Longtime Dakkanaut




Wichita, KS

MarkyMark wrote:
You can take as many FOC's as you want as long as you meet the min requirements.

So the FOC is still a joke that will have to be houseruled to create playable games. Bummer.
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

MarkyMark wrote:
Just got the book, quite interesting small changes, annoyed that terrify no longer removes fearless though. I have wrote a few things I have noticed if anyone wants to read

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?



Happen to be any Ork hardware in the back of the book to give us a sneak peak at new Ork stuff?
=)
   
Made in us
Regular Dakkanaut




MarkyMark:

Any changes to rerolling armor saves? Either preventing that in scenarios, or based on the quality of the save, etc?



thanks in advance.

   
Made in gb
Sneaky Lictor





Thank you MarkyMark! Very helpfull.

I'm almost certain given what you've typed there is next to no reason to buy 6.5 edt for me. Such a farse.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'm done. The invalidating of the psychic cards was the last straw for me. FW continues to have my attention as long as they keep producing excellent books and Mechanicum stuff, but I'm done with GW's bull gak. It's been a long couple of decades, but I've had enough.



 Sigvatr wrote:
Haha, so if that's true, GW is seriously pulling off a FIFA and sells what basically is an update to 6th for full price?


And invalidating all our psychic cards at the same time (but buying the new cards helps us to better forge a narrative, so that's ok I guess).

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Longtime Dakkanaut





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,


Automatically Appended Next Post:
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

This message was edited 1 time. Last update was at 2014/05/21 22:15:22


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 gb
Infiltrating Broodlord




UK

 H.B.M.C. wrote:
I'm done. The invalidating of the psychic cards was the last straw for me. FW continues to have my attention as long as they keep producing excellent books and Mechanicum stuff, but I'm done with GW's bull gak. It's been a long couple of decades, but I've had enough.



 Sigvatr wrote:
Haha, so if that's true, GW is seriously pulling off a FIFA and sells what basically is an update to 6th for full price?


And invalidating all our psychic cards at the same time (but buying the new cards helps us to better forge a narrative, so that's ok I guess).


yeah... it does kind of feel like they've only done these tweaks to justify buying another book with all the other books that have been released over the last year inside it.

Still, I like the tweaks they have made and wouldn't want them to change too much of the game otherwise... it might not be 40k.

I'll just wait for a pdf to rock up on 4shared and pirate me a scanned copy and put it on my micro iPad/ giant iPhone!
   
Made in us
Longtime Dakkanaut




 azreal13 wrote:
Not to say that particular rumour is wrong, but currently pens count as two wounds for combat resolution, there is a chance that it may have got lost in translation, so to speak.

Not saying that is the case, but in all the excitement things could get overlooked/misunderstood.
Oh, I understand. But if that rumor is wrong, than it is even *worse* for the Nids...
   
Made in us
Regular Dakkanaut




Thanks.

Is there a limit on the number of dice that can be generated by a side, or by the number of dice that can be used to attempt a power manifestation?

   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

What are penalties and benefits for the different levels of allies? Thanks.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Fixture of Dakka



Chicago, Illinois

In Regards to access to spells does anyone know if the units that previously could not access those disciplines now access them?

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

MarkyMark wrote:
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

When assaulting vehicles that have moved, are you still hitting on 3+?

Is HOW still 1 hit for most things? Is it still AP: -?
   
Made in ca
Regular Dakkanaut




 matphat wrote:
MarkyMark wrote:
Just got the book, quite interesting small changes, annoyed that terrify no longer removes fearless though. I have wrote a few things I have noticed if anyone wants to read

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?



Happen to be any Ork hardware in the back of the book to give us a sneak peak at new Ork stuff?
=)


Good thinkin'!
   
Made in gb
Longtime Dakkanaut





Hollismason wrote:
In Regards to access to spells does anyone know if the units that previously could not access those disciplines now access them?


Already answered, you know the tables you codex tells you you know


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

No limit on how many dice.

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
Missionary On A Mission





Markymark, Thanks for the info. Do glances still cause automatic HP loss?
   
Made in de
Decrepit Dakkanaut





MarkyMark wrote:


No limit on how many dice.


I like how GW made mistakes in the past (not limiting Energy dice), then fixes them and then...makes them again. It's amazing.

This message was edited 1 time. Last update was at 2014/05/21 22:25:57


   
Made in gb
Longtime Dakkanaut





 AdeptSister wrote:
Markymark, Thanks for the info. 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.

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 au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Sigvatr wrote:
I like how GW made mistakes in the past (not limiting Energy dice), then fixes them and then...makes them again. It's amazing.


They haven't got time to be consistent - there's narratives that need forging!!!

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 Sigvatr wrote:
MarkyMark wrote:


No limit on how many dice.


I like how GW made mistakes in the past (not limiting Energy dice), then fixes them and then...makes them again. It's amazing.


Maybe its going senile in its old age?
   
Made in us
Infiltrating Broodlord





Rapid City, SD

I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.

Successful trades/sales: tekn0v1king 
   
Made in gb
Sacrifice to the Dark God Tzeentch





UK

Suppose now is as good a time as any to start posting.
Sorry if its been asked Marky and this is abit of a long shot but are their any changes to the soul blaze rule? Can it at-least "stack" now or is it still just a pointless special rule?
   
Made in us
Missionary On A Mission





Thanks. Well dang. Glances seem to continue to be the best way to kill a vehicle.
   
Made in gb
Longtime Dakkanaut





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

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
Infiltrating Broodlord





Rapid City, SD

MarkyMark wrote:
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,


Automatically Appended Next Post:
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


No unit or no model? So if you deny one warlock casting Stealth no other warlock in the unit can cast stealth?

Successful trades/sales: tekn0v1king 
   
Made in au
Frenzied Berserker Terminator






Preparing myself to be disappointed - are there any changes to assault?

Any ability to charge out of a stationary transport vehicle?
   
Made in us
Fixture of Dakka



Chicago, Illinois

We're going to have a huge FAQ next week for like tons of psychic spells there's no doubt.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Smokin' Skorcha Driver





Central MN

 Xerics wrote:
I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.


Didn't think about it like that, unless your assaulty death star wants to hit them because they are now close enough

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in gb
Longtime Dakkanaut





 zammerak wrote:
 Xerics wrote:
I am reading some of these posts and seeing "No Assaults at all on turn 1" and they are saying they can run up into your face on their turn one and then on your turn one you can't assault them? If this is the case then Some fast assaulty Deathstars got a little bit better.


Didn't think about it like that, unless your assaulty death star wants to hit them because they are now close enough


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

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 be
Kelne





That way,then left

So all tyranid psykers basically get Dominion for free?
Nice I guess
   
 
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