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Made in us
Fixture of Dakka



Chicago, Illinois

MarkyMark wrote:
 tetrisphreak wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.


A cheesy list you happen to like no longer works like it used to. That's a shame - but not a bad thing for the game as a whole.

Markymark - does a psychic power still go off if the caster perils? Perils and dies?


Yes you can peril and die and power still works (unless it targets psyker) you can peril and fail to cast the power.


What happens if you Peril for a Possession?

So there's no downside to Peril on a Possession Power?

Okay I use 10 Dice.

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





Rapid City, SD

 tetrisphreak wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.


A cheesy list you happen to like no longer works like it used to. That's a shame - but not a bad thing for the game as a whole.

Markymark - does a psychic power still go off if the caster perils? Perils and dies?


That's not the point I am making here. It doesn't make sense for one guy to be disallowed to manifest a power because another individual in his squad was denied the same power if they don't have brotherhood of psykers because only 1 guy was manifesting at the time of denial. If they had to manifest the power all together then it would make sense but they don't.

This message was edited 1 time. Last update was at 2014/05/21 22:51:41


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Made in us
Huge Hierodule





Louisiana

Hollismason wrote:
Woah that is a huge fething nerf to Flying Monstrous creatures.

Like that's Minimum 3rd turn charge.


feth you Bloodthirster.


Consider the fewer number of grounding tests and the fact that it can move as jump infantry turn 1 for a turn 2 assault. Quit being instantly negative without considering the whole picture.

Been out of the game for awhile, trying to find time to get back into it. 
   
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Longtime Dakkanaut




 tetrisphreak wrote:
 WrentheFaceless wrote:
So has it been stated how perils work in relation to multiple dice? Say you roll 3 do you roll perils twice or just once?


White Dwarf says a perils test is on 2 or more 6's. which leads me to believe that it's just 1 Peril's check regardless of the number of Boxcars you throw.



I think you are right, I think it would have been an interesting mechanic that every additional 6 was a -1 on the Perils chart.

(Before folks run with this, *completely* made that up in my head just now...)
   
Made in us
Fixture of Dakka



Chicago, Illinois

So YAY or NAY .

If you perils on a Possession and Actually die the spell still goes off?

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in gb
Towering Hierophant Bio-Titan






Hollismason wrote:
Woah that is a huge fething nerf to Flying Monstrous creatures.

Like that's Minimum 3rd turn charge.


feth you Bloodthirster.


Remember that because Grounding Tests are now taken at the end of the phase rather than immediately, FMCs can't just be blown apart by every weapon on the board the second they fail one. At worst they can be assaulted, and that's not so bad for Bloodthirsters, is it?
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Hollismason wrote:
So YAY or NAY .

If you perils on a Possession and Actually die the spell still goes off?


Maybe we'll wait for the full rules.

Also, maybe we'll be blessed with a Day 1 FAQ for the rulebook. Because proofreading requires forethought.

#Forgingthenarrative

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I am off, I will answer that question tomorrow HollisMason

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Made in us
Regular Dakkanaut




Hollismason wrote:
Woah that is a huge fething nerf to Flying Monstrous creatures.

Like that's Minimum 3rd turn charge.


feth you Bloodthirster.

You don't have to Swoop. Charge T1 or T2 if going first.
   
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Missionary On A Mission





Thanks MarkyMark!
   
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Regular Dakkanaut




 Xerics wrote:
MarkyMark wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.

Nope, it is in the main rules for pyskers, seer council has been nerfed.


Still going to send the question up to GW. Probably an oversight on their part.

It couldn't be targeted at BoP. They can only generate 1 instance of a power anyway. It's targeted at units like Warlocks. Deny is hard enough as it is. Don't believe it's an oversight.
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Dunno if it is allready mentioned, but a guy on the french boards said that there is a paragraphe in the new book about Weapons/Abilities that deal direct dammages, like Haywire or grav-guns.

They don't negate Cover or Invul saves!!!!

thats fething right, take your freakin Grav crap shooters and stick it where the sun don't shine motherfreakin Shenanigans!

Also asked about Jump infantry getting Jink and could use their packs for move&assault, he said that jump packs din't chance and stayed the same.

   
Made in be
Kelne





That way,then left

 Slayer le boucher wrote:
Dunno if it is allready mentioned, but a guy on the french boards said that there is a paragraphe in the new book about Weapons/Abilities that deal direct dammages, like Haywire or grav-guns.

They don't negate Cover or Invul saves!!!!

thats fething right, take your freakin Grav crap shooters and stick it where the sun don't shine motherfreakin Shenanigans!

Also asked about Jump infantry getting Jink and could use their packs for move&assault, he said that jump packs din't chance and stayed the same.

I don't get what you're saying about the cover or invulnerable saves. Mind giving a link?
I think I decyphered it. You're saying Grav-guns and Haywire explicitly allow vehicles saves?

This message was edited 1 time. Last update was at 2014/05/21 23:04:49


 
   
Made in us
Quick-fingered Warlord Moderatus





 H.B.M.C. wrote:
 puma713 wrote:
What, you don't want an $85 errata?


Errata implies improvement, a fixing of things that are broken. None of these things appear to be true about 7th.

But narratives, forging, and so forth.


Examples please for the unenlightened?

 B0B MaRlEy wrote:

I don't get what you're saying about the cover or invulnerable saves. Mind giving a link?
I think I decyphered it. You're saying Grav-guns and Haywire explicitly allow vehicles saves?


Think thats what he's saying, Grav and Haywire can have saves taken against

This message was edited 1 time. Last update was at 2014/05/21 23:06:03


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Drakhun





I quite like these new powers. I don't like that Hammernaters can now have a 2+ invun save.

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Plaguelord Titan Princeps of Nurgle




Alabama

 Xerics wrote:
 tetrisphreak wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.


A cheesy list you happen to like no longer works like it used to. That's a shame - but not a bad thing for the game as a whole.

Markymark - does a psychic power still go off if the caster perils? Perils and dies?


That's not the point I am making here. It doesn't make sense for one guy to be disallowed to manifest a power because another individual in his squad was denied the same power if they don't have brotherhood of psykers because only 1 guy was manifesting at the time of denial. If they had to manifest the power all together then it would make sense but they don't.


You're mistakenly adding fluff explanations to game mechanics, which doesn't work. But if you want a fluff explanation, perhaps all of the psykers are concentrating and summoning their powers through the warp at the same time, rather than one psyker waiting to see if his buddy got his power off, so he can try to back him up?

I mean, 9 warlocks on jetbikes, veering through terrain with creatures/humanoids firing lethal rounds at them, may be more concerned about getting the power they originally focused on to manifest rather than also trying to pay attention to his friend and altering his communion with the warp.

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28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in us
Huge Hierodule





Louisiana

I hope D-weapons do not have ignores cover. I also hope they allow FNP. also I wonder if FNP went to (4+). It's a Shame markymark had to go.

Now where is samurai_eduh and his book?? Lol

Been out of the game for awhile, trying to find time to get back into it. 
   
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Resolute Ultramarine Honor Guard






Peoria IL

Curious on FNP and if bikes can assault after jink

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Made in gb
Towering Hierophant Bio-Titan






 tetrisphreak wrote:
I hope D-weapons do not have ignores cover.


With them creeping into the mainstream rules it was needed. It's not like there's a shortage of ignores cover stuff out there.

This is actually the one good change for me in 7E. I don't use any FMCs, but at least my Tyranid GCs became more viable*.

*less likely to die in one shot
   
Made in us
Legendary Master of the Chapter






Oh right before i forget i probably should add, anything for vehicle and shooting change?

move <6= 1 at full bs all else snap and such?

 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 be
Khorne Chosen Marine Riding a Juggernaut





Belgium

 B0B MaRlEy wrote:
 Slayer le boucher wrote:
Dunno if it is allready mentioned, but a guy on the french boards said that there is a paragraphe in the new book about Weapons/Abilities that deal direct dammages, like Haywire or grav-guns.

They don't negate Cover or Invul saves!!!!

thats fething right, take your freakin Grav crap shooters and stick it where the sun don't shine motherfreakin Shenanigans!

Also asked about Jump infantry getting Jink and could use their packs for move&assault, he said that jump packs din't chance and stayed the same.

I don't get what you're saying about the cover or invulnerable saves. Mind giving a link?
I think I decyphered it. You're saying Grav-guns and Haywire explicitly allow vehicles saves?


Yeah, now i'm not sure about haywire, but the example was Grav-guns, since haywire weapons function in the same way has Grav-guns...

Might be wrong though, gotta wait tommorow for me to pick up my book and i'll shall see for myself.

   
Made in us
Quick-fingered Warlord Moderatus





 tetrisphreak wrote:
I hope D-weapons do not have ignores cover. I also hope they allow FNP. also I wonder if FNP went to (4+). It's a Shame markymark had to go.

Now where is samurai_eduh and his book?? Lol


From what I've been able to gather 2-5 does D3+1 wounds still, saves are subject to the AP of the D weapon.

Most are AP 2 or less so that leaves cover and invulns. Invulns are confirmed, cover not so much yet. As for feel no pain, there isnt a # str value, it just deals wounds, so I believe you cant FNP against it like normal. At least thats what I think

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Made in us
Huge Hierodule





Louisiana

 xttz wrote:
 tetrisphreak wrote:
I hope D-weapons do not have ignores cover.


With them creeping into the mainstream rules it was needed. It's not like there's a shortage of ignores cover stuff out there.

This is actually the one good change for me in 7E. I don't use any FMCs, but at least my Tyranid GCs became more viable*.

*less likely to die in one shot
with the changes to grounding checks harridans will punk revenants every time as they're immune to the SD blast.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Agile Revenant Titan






Austin, Texas.

marky mark you should do a Q and A in the 40k gen discussion, would make all of us oh-so-happy.

I do drugs.
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Made in us
Infiltrating Broodlord





Rapid City, SD

 puma713 wrote:
 Xerics wrote:
 tetrisphreak wrote:
 Xerics wrote:
Hollismason wrote:
It's specifically probably written that way to prevent you from casting spells over and over and over again wtih Brotherhood of Psykers.


But warlocks don't have the brotherhood of psykers rule. It may be targeted at brotherhood of psykers only if that's the case.


A cheesy list you happen to like no longer works like it used to. That's a shame - but not a bad thing for the game as a whole.

Markymark - does a psychic power still go off if the caster perils? Perils and dies?


That's not the point I am making here. It doesn't make sense for one guy to be disallowed to manifest a power because another individual in his squad was denied the same power if they don't have brotherhood of psykers because only 1 guy was manifesting at the time of denial. If they had to manifest the power all together then it would make sense but they don't.


You're mistakenly adding fluff explanations to game mechanics, which doesn't work. But if you want a fluff explanation, perhaps all of the psykers are concentrating and summoning their powers through the warp at the same time, rather than one psyker waiting to see if his buddy got his power off, so he can try to back him up?

I mean, 9 warlocks on jetbikes, veering through terrain with creatures/humanoids firing lethal rounds at them, may be more concerned about getting the power they originally focused on to manifest rather than also trying to pay attention to his friend and altering his communion with the warp.


I still hope they change it. It breaks warlocks so badly that the only reason to ever take them would be in a squad of guardians to give them stealth in ruins while they camp the objective and shoot their star cannons/bright lances at targets. Seems like a waste now.

Successful trades/sales: tekn0v1king 
   
Made in no
Stealthy Grot Snipa





 Xerics wrote:
I still hope they change it. It breaks warlocks so badly that the only reason to ever take them would be in a squad of guardians to give them stealth in ruins while they camp the objective and shoot their star cannons/bright lances at targets. Seems like a waste now.


Dude. Relax.

First of all, they no longer need to rely on their paltry Ld to get it off. Second, if you throw a couple of dice at the guy casting it, he's very likely to pass, and denying it is more or less impossible. Third, all of the Warlocks get Conceal/reveal in addition to whatever else they roll. Fourth, they're still besties with the Baron.

The Seer Council is fine. And now it scores too! Yay!

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- Charlie Chaplain. 
   
Made in us
Dakka Veteran





Bay Area, CA

 Xerics wrote:
It breaks warlocks so badly that the only reason to ever take them would be in a squad of guardians to give them stealth in ruins while they camp the objective and shoot their star cannons/bright lances at targets. Seems like a waste now.


So? Why would that be bad?
   
Made in us
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Chicago, Illinois

It doesn't break them, it's still ridiculously hard to get a deny the witch off on it, natural sixes and needing to equal their successes.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

 Xerics wrote:


I still hope they change it. It breaks warlocks so badly that the only reason to ever take them would be in a squad of guardians to give them stealth in ruins while they camp the objective and shoot their star cannons/bright lances at targets. Seems like a waste now.


They have no reason to change it back. They've gotten your money on the Warlocks. Now they need to change things up a bit so you'll buy something else.

WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

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Hollismason wrote:
It doesn't break them, it's still ridiculously hard to get a deny the witch off on it, natural sixes and needing to equal their successes.


And higher lv spells need multiple 6s so good luck on that.

 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!

 
   
 
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