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2014/05/21 22:06:20
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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?
=)
2014/05/21 22:08:59
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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).
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
2014/05/21 22:15:42
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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!
2014/05/21 22:17:07
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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...
2014/05/21 22:17:20
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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: -?
2014/05/21 22:22:16
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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'!
2014/05/21 22:24:38
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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
2014/05/21 22:25:10
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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
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
2014/05/21 22:28:04
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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?
2014/05/21 22:29:16
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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
2014/05/21 22:30:06
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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
2014/05/21 22:30:44
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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.
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
2014/05/21 22:33:41
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)