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![[Post New]](/s/i/i.gif) 2014/05/22 04:51:37
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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DT can infilitrate I think i said, but only if the unit inside has infiltrate.
Yes jink is 4+.
It looks like he can start in reserve in a non DT
Fnp is 5+
detachments have been answered, can take as many as look as you meet the miniumum requirements (1 hq 2 troops)
Smash has been answered, 1 attack dbl str re roll to pen.
DT's in troop selection has been answered
Shrouded is +2 to cover save still
The mastery (getting sig for free) is for every psyker
Yes you can still default to primiars
Automatically Appended Next Post: Cheexsta wrote:Are you able to use a Consolidation move to move into base contact with an enemy?
No Automatically Appended Next Post:
1HP
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This message was edited 2 times. Last update was at 2014/05/22 04:53:32
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 |
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![[Post New]](/s/i/i.gif) 2014/05/22 04:54:42
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fresh-Faced New User
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Sorry mate, what I meant is can a battle brother ally start the game embarked onto a flying vehicle chosen from the main army (that is not a dedicated transport)?
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This message was edited 1 time. Last update was at 2014/05/22 04:56:18
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![[Post New]](/s/i/i.gif) 2014/05/22 04:55:24
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Frenzied Berserker Terminator
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I thought that rumour might've been too good to be true. Same thing happened in 6th :( Thanks for the clarification!
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This message was edited 1 time. Last update was at 2014/05/22 04:55:43
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![[Post New]](/s/i/i.gif) 2014/05/22 04:55:57
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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Thats what I have answered, It looks like he can start in reserve in a non deicated transport (so yes)
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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 |
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![[Post New]](/s/i/i.gif) 2014/05/22 04:56:36
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Resolute Ultramarine Honor Guard
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Thanks so much mark
Can bikes assault after jink?
Any change to turning down a challenge?
Are all units truly scoring in all battle forged lists?
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2014/05/22 04:59:30
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Unhealthy Competition With Other Legions
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Marky any chance you could shed a tad more light on denial of powers. Do you need to deny every 4+ they mmake or just get them below the # of WC needed.
Also snap shots are the same?
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Fortune Favors the Bold
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![[Post New]](/s/i/i.gif) 2014/05/22 05:02:04
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Any idea if there were any changes to Night Fight (does it function differently, can you shoot farther than 36" with weapons that don't need LoS, is it still in every mission?)
Did the Barrage rules change at all? (are they still excellent sniper weapons?)
Any changes to wound allocation in general?
Apologies if any of these were already answered.
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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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![[Post New]](/s/i/i.gif) 2014/05/22 05:03:03
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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MarkyMark wrote:DT can infilitrate I think i said, but only if the unit inside has infiltrate.
1HP
Ah... was about to think Devilfishes would be quite worthy. Only with Darkstrider, as before.
Edit: Forgot about Shadowsun. She's not Bulky
1 HP per pen in melee? good. taking out 2 hp was quite ludicrous for me.
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This message was edited 1 time. Last update was at 2014/05/22 05:08:57
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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![[Post New]](/s/i/i.gif) 2014/05/22 05:03:07
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Archmagos Veneratus Extremis
On the Internet
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So just out of curiousity: Terminators get any buffs? Just curious if they altered Terminator armour in the rulebook mostly.
Also, just for fun, anything stand out to you as an interesting change or development that you haven't mentioned yet?
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![[Post New]](/s/i/i.gif) 2014/05/22 05:12:50
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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MarkyMark, hope I'm not being too obnoxious about asking you again. You told us an IC cannot join a MC. But there's a case of an IC MC (O'Vesa, from Farsight Enclaves). Is there any exception regarding that situation in either MC or IC rules in BRB? Or now isn't possible to add him to a Farsight 'the Eight' unit, barring a FAQ for Farsight Enclaves?
ClockworkZion wrote:So just out of curiousity: Terminators get any buffs? Just curious if they altered Terminator armour in the rulebook mostly.
Don't think so. AFAIK, Terminator's rules (as a wargear) are in their relevant codex, not in the BRB.
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This message was edited 2 times. Last update was at 2014/05/22 05:14:55
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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![[Post New]](/s/i/i.gif) 2014/05/22 05:13:22
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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Clauss wrote:Marky any chance you could shed a tad more light on denial of powers. Do you need to deny every 4+ they mmake or just get them below the # of WC needed.
Also snap shots are the same?
Already been answered. Anything else that overlaps with what I have answered I wont reply to, otherwise I'd be here all day!
NF gives everyone stealth, no mention of ranges so thats a big change.
Barrage is the same except all wounds from mutliple barrage comes from the first shot only.
Wound allocation from shooting has changed as per the rumours
Jink, you have to declare before rolls to hit are made, you can still assault after but can only snap shot
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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 |
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![[Post New]](/s/i/i.gif) 2014/05/22 05:15:00
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Resolute Ultramarine Honor Guard
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Thank you mark. Have a great rest the week.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2014/05/22 05:18:51
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Thanks Mark, another one I forgot, any changes to Power Weapons or are they the same?
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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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![[Post New]](/s/i/i.gif) 2014/05/22 05:19:01
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Archmagos Veneratus Extremis
On the Internet
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Vector Strike wrote:MarkyMark, hope I'm not being too obnoxious about asking you again. You told us an IC cannot join a MC. But there's a case of an IC MC (O'Vesa, from Farsight Enclaves). Is there any exception regarding that situation in either MC or IC rules in BRB? Or now isn't possible to add him to a Farsight 'the Eight' unit, barring a FAQ for Farsight Enclaves?
ClockworkZion wrote:So just out of curiousity: Terminators get any buffs? Just curious if they altered Terminator armour in the rulebook mostly.
Don't think so. AFAIK, Terminator's rules (as a wargear) are in their relevant codex, not in the BRB.
Doesn't mean things can't change! I mean Power Weapons changed last edition after all! And I fail to see the harm in asking.
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![[Post New]](/s/i/i.gif) 2014/05/22 05:20:10
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Sweet! Aspiring Sorcerers with a chance at Breath of Chaos! Love it.
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![[Post New]](/s/i/i.gif) 2014/05/22 05:22:14
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fixture of Dakka
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H.B.M.C. wrote:So you can't even assault out of a stationary vehicle... God damn it...
I'm pretty much at the think happy thoughts phase. Not liking a lot of what I'm seeing, and some of what I'm not.
I get it though, I already own a vehicle, why let me assault out of it, no, better to buy a bunker I don't want or really need, because that I can assault out of. Narrative :(
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Do you play 30k? It'd be a lot cooler if you did. |
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![[Post New]](/s/i/i.gif) 2014/05/22 05:24:33
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Devestating Grey Knight Dreadknight
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Any limits on ICs joining units (limits on numbers, allied relationships, etc)?
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2014/05/22 05:26:17
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Longtime Dakkanaut
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the rumors were not very precise.
How does the book determine 'weapon type'. Is it grouped by S? AP? Range? Name of weapon?
Do all weapons fire, all hit, all wound, then allocate wounds by weapon type?
Or do you fire one weapon type, wound allocate. Then move on to the next weapon type?
Do you get to choose what order to allocate wounds? Or do you always have to use the shortest range first?
Thanks
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![[Post New]](/s/i/i.gif) 2014/05/22 05:29:26
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Archmagos Veneratus Extremis
On the Internet
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coredump wrote:
the rumors were not very precise.
How does the book determine 'weapon type'. Is it grouped by S? AP? Range? Name of weapon?
Do all weapons fire, all hit, all wound, then allocate wounds by weapon type?
Or do you fire one weapon type, wound allocate. Then move on to the next weapon type?
Do you get to choose what order to allocate wounds? Or do you always have to use the shortest range first?
Thanks
WD mentioned needing to fire a flamer seperately from the bolters in a unit so type probably means all "like" weapons fire are resolved in a group. Basically name and/or statline determines grouping I'd assume.
And rumors said pull from the front still.
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![[Post New]](/s/i/i.gif) 2014/05/22 05:38:26
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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Suspicions, from Warseer, posted some interesting stuff:
Terrain has seen some tweaking. There is no Area Terrain, for instance. Each kind of purchasable terrain kit that GW sells has its own unique rules. Moonscape craters, for instance, provide only a 6+ cover, and are -not- difficult ground! In general, -moving- through difficult terrain is entirely unchanged. Assaulting through it takes 2 off your highest roll, but is otherwise the same. The generic Mysterious Terrain table is a thing of the past, but future Terrain kits may be released that have the Mysterious Terrain rule attached them... in such instances, they will have their own unique tables. The Crashed Aquila Lander kit, for instance, has a table unique to it.
Cover, by and large, is unchanged. Focus Fire, as a rule, is no more; and cover saves are granted on a model by model basis. Is it in cover (25% obscured?) from the shooters POV? If so, then yes, you get a cover save. If not, then no. The exceptions to this are clearly defined. Ruins, always grant cover if you are -inside- them, regardless if you're physically obscured or not. Same for Twisted Copses (citadel wood) and Craters.
+1 cover save for vehicles if you can see a part of the vehicle, (therefore allowing you to shoot it) but you can't see the facing of the vehicle that you lay in arc of is still in, just as it was before. The rumor that vehicles could not claim cover from Infantry was a falsehood; however Vehicles are the exception to the above "if you're -in it- you get cover" rule associated with Ruins, woods, and craters. They must still be 25% obscured to claim cover.
Vehicle Wreckage (0 hull points) is, you leave the vehicle in place. It is now Difficult Terrain. Unless otherwise noted, a model taking cover behind Difficult Terrain gets a 5+ cover save. Explodes results, on the other hand, to not instruct you to place a crater. You simply explode, and remove the model (after resolving the explosion effects)
Ruins, and the overall -absence- of "Area Terrain" do not provide you with a +2 cover for going to ground within them. They are difficult, they provide 4+ cover for those inside, regardless if they are 25% obscured. Nothing more. Now...the specific Ruins...Basilica Administratum, Sanctum Imperialis, Shrine of the Aquila....they are the exact same...but each have their own unique special rule. You and your opponent may choose to ignore these rules.
The datasheet rules in Stronghold Assault for each piece of terrain is used for those pieces. Defense Lines and Barricades, in general, provide a 4+ cover. Defense Lines (aegis and wall of martyrs) provide +2 to cover if you go to ground behind them/within them...so there is still plenty of 2+ cover. Walls, barricades, and defense lines you are behind (in contact of) count you as being in contact with an enemy who charges them. (i.e. that enemy need not charge all the way to your models, just the barricade they are hiding behind)
I can find no reference to a limit on how many units may be held in Reserves.
Nightfighting has been simplified to be an option that either player can invoke in a mission where that rule is used. If neither does so, there is no Night Fighting. If one does, it is rolled for only on game turn 1. On a 4+ -everything- has Stealth. Simple...no?
Each piece of purchasable Citadel Terrain has its own unique rules. Sanctum Imperialis, for instance, or Moonscape, or "Twisted Copse" as they call the Woods. Shrine of the Aquila...all have unique rules.
Also, there are no longer any guidelines on restrictions or maximums for amount of terrain on a battlefield, or how to deploy it. It is left up to player preference and agreement. (which I vastly prefer)
Factions is a term that refers to what most players are accustomed to calling "Race" or sometimes more vaguely, "Army"; but is perhaps better interpreted as "Codex". Imperials is -not- a Faction. Adepta Sororitas, Astra Militarum, Imperial Knights, and each type of loyal Space Marine are all individual Factions; for instance.
The only time this is of particular import is when you are building a Battleforged Army; as your "Combined Arms Detachment" (what we recognize as the standard FOC) must consist of units only from a single Faction (codex)... or, alternatively, -no- Faction. (an option that I suspect will become available somewhere down the line) Savvy?
Furthermore, your "Allied Detachment" (which is identical to what we know already) must include units only from a single Faction, and that this Faction must be a different one from your "Primary Detachment".
All in all, it looks as though Combined Arms Detachment, and Allied Detachment are the -only- detachments so far...but that there will be others...and they will have their own, unique, FOCs. They will also have their own requirements and Command Benefits. Some Detachments, for instance, may have the requirement of needing to consist of units taken solely from the Orks Faction...
Formations, consequently, are also Detachments, but of a very special kind. Formations, consequently, are the -only- kind of Detachment that an Unbound army may take.
Lastly, with regards to Factions, is that each Codex Supplement is specifically the -same- Faction as the Codex that it is a Supplement for. Codex: Clan Raukan -is- the same Faction as the Space Marines Faction. Codex: Iyanden is the same Faction as the Eldar Faction. So yeah, you can't have an Allied Detachment of Crimson Slaughter to your Primary Detachment of Chaos Space Marines...but you really don't need to...you can take a Crimson Slaughter Combined Arms Detachment instead.
[USRs]Some have been altered for simplicity. Split Fire and Counter Attack, for instance, no longer require the Ld test they did before. Most are identical, but some have been tweaked. Rampage, for instance, no longer grants any benefit in the case of a Disordered Charge. The best change is that most of the rules are very clearly written, with regards to how they interact with one another, obscure rules, and special situations. Most of the USRs are entirely self-contained, and do not require that you reference other sections of the book to decipher them. Precisions Shots is now a USR, rather than an addendum attached to the Character section. Vector Strike is 1 hit, or d3 against things high in the air. All in all, nothing ground breakingly different.
Soulblaze is unchanged.
Deepstriking vehicles count as moving Combat Speed, rather than Cruising.
Walkers have Hammer of Wrath, and neither they, nor Monstrous Creatures, nor anyone else have a forbiddance on climbing up levels of ruins...at least not that I have found.
No assaulting out of stationary vehicles unless they are Assault Vehicles (open-topped still are Assault Vehicles, btw.). However, you may assault after disembarking from a building.
Battle Brothers may now ride along in one another's transports.
You may have -any number- of detachments in a Battleforged army, but each unit must belong to a Detachment, and no model may belong to more than one detachment at a time.
You may assault on turn 1. Scouts and Infiltrators may not assault on -their- first assault phase if they make use of their special deployment rules. Clarity: If you infiltrate and take -even the bottom- of turn one, you may not assault.
Also, yes, Smash is 1 attack only.
Warlords are no longer always those with the Highest Ld in your army. It can be -any- Character model you choose. Yes, this means a Sergeant can be your Warlord.
The 3 Warlord Trait tables we know are changed to be much more useful (generally speaking), and they've added a 4th table to go hand in hand with the new Objectives system incorporated for the Maelstrom of War scenarios.
Heavy Vehicles are better at Ramming (which is different now in that distance moved does not factor into the strength of the attack) but have no further ability to prevent Ordinance Weapons from making them Snap fire.
The rumor of Snap Shots being -2 BS is....BS.
The rumor of consolidating into a new combat is also BS.
I could find no restriction on Monsters or Walkers moving up and down levels of Ruins, beyond the normal "model must be able to fit".
There is also no more "area terrain". Craters are not difficult ground, and provide a 6+ cover, but maintain the +2 to cover saves for going to ground instead of +1. Trees are difficult, and provide a 5+, but lack the +2 to cover for going to ground.
Chaos Psykers -always- get the Primaris power associated with their respective deity, in addition to their other powers.
The only real -change- I can see in Assault revolves around Challenges. Overkill wounds from a Challenge spill over to the surrounding combatants now instead of going to waste. Moral Support is gone (no more re-rolls based on how many models are left out of the fight). All in all though, it is much more clearly written. This is not the edition where a Chainsword is more powerful than or as important as the Bolter. Still very much a close fire-fight style game.
Unless the charged units have gone to ground, or the assaulting unit has Assault Grenades. Just like before. Biggest change there is that there is no more 3d6 drop the highest. It's just -2 to your roll.
A good example of the clarity of this new book is here as well. They specifically write that you must attack at I 1 -regardless of other Initiative Modifiers-. No more confusion on if my + Initiative effect occurs before or after I drop to I1. Very clear.
It's also worth noting, on the wording of your question..."subsequent" assault phase...
The Assault Phase is still divided into two sub phases. The Charge sub-phase, and the Fight sub-phase. If even a single model in a unit -charges- through difficult terrain (in the Charge sub phase), the -entire unit- fights at I1 in the Fight sub-phase of that same Assault Phase.
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This message was edited 7 times. Last update was at 2014/05/22 05:57:11
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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![[Post New]](/s/i/i.gif) 2014/05/22 05:49:02
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Archmagos Veneratus Extremis
On the Internet
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From Natfka so salt and blah blah blah, here's the rumors stuff:
via an anonymous source on Faeit 212
No more Double Force Org at 2k points.
When making a Battle Forged army, you can have as many force orgs as you want. So at 1k points, if you want 3 ICs, you'd just need 6 troops (divided evenly) to still count as "bound" in order to maintain your Objective Secured rule, etc.
Being able to ally with yourself is just an extension of this, because it lets you alternatively take a 3rd HQ, needing only 1 troop for his allied detachment.
This is relevant, why?
Many new things will specify "This model's detachment" in the near future. Unbound armies do not have detachments, even though they are one entity. So some wargear, or special rules won't work in unbound, rewarding use of the forge organization chart as a bonus, more so than a punishment to unbound (I'm sure some people will just see this as a negative, and not the positive as is the nature of the internet).
Most Warlord traits won't specify detachment, and will still apply globally to the army (or based on range, etc as it is now).
This is also a subtle way to affect formations, which count as their own detachment outside of the Force Organization chart. While an army may remain "bound" despite exceeding certain limits via an additional Formation, the Formation represents and operates as a self contained entity.
This will also limit ally shenanigans somewhat as allies are their own detachment.
Essentially: A bound army can have any number of detachments now, one must be listed as primary (from which your Warlord is drawn, so no taking multiple detachments and picking a Warlord based on scenario or opponent). Detachments must still follow the Force Organization chart, be they a normal army or allied detachment, or must be formations.
Unbound armies throw this out, and you just have all your models in one big mishmash, don't count as a detachment for rules that specify "this detachment" and just pick a warlord out of all the possible HQs. This freedom comes at the cost of objective secured and the rerolled warlord trait, and potentially other things down the line specific to codexes.
A hint as to what that very last line means? Imagine your HQ getting bonuses if the compulsory troops chosen for his detachment are a specific unit, or elites allowed to be taken as compulsory troops only in their detachment.
Also from Natfka:
via an anonymous source on Faeit 212
This was unexpected, take a look at these.
Shrine of Aquila
Terrain Type: Ruins
the ruins are difficult terrain and all models inside receive a 4+ cover save regardless if they are 25% obscured.
Rules: Armies of the Imperium can re-roll failed morale checks if any models in their unit are inside the ruin. Any others get Hatred (armies of the imperium)
Manufactorum
Terrain Type: Ruins
the ruins are difficult terrain and all models inside receive a 4+ cover save regardless if they are 25% obscured.
Rules: Models in the Manufactorum that are firing weapons that have the "gets hot" rule, can re-roll failed saves from wounds inflicted with the Gets Hot rule.
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![[Post New]](/s/i/i.gif) 2014/05/22 06:02:20
Subject: Re:40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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DarkLink ( BOLS) did a probability table regarding psychic casting
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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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![[Post New]](/s/i/i.gif) 2014/05/22 06:12:58
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Storm Trooper with Maglight
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For people that are thinking of asking questions, you will want to click that "Filter Thread" button by Marky's picture. It will show only his posts and let you quickly see if your question has been answered.
Thanks MarkyMark!
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My IG WIP log
40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2014/05/22 06:15:45
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Discriminating Deathmark Assassin
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What does Heavy do for vehicles?
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![[Post New]](/s/i/i.gif) 2014/05/22 06:18:47
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Lesser Daemon of Chaos
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Suprised the normal Dakka gw bashers arn't having a seizure after learning there is no area terrain anymore.
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Latest Blog Post: 7th edition first thoughts and pictures.
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![[Post New]](/s/i/i.gif) 2014/05/22 06:23:22
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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Nightbringer's Chosen wrote:What does Heavy do for vehicles?
Suspicions said that it helps Ramming, but not interact with Ordnance in any special manner. I'd say it keeps the normal rules it already has.
cerbrus2 wrote:Suprised the normal Dakka gw bashers arn't having a seizure after learning there is no area terrain anymore.
I think they went sleepy. Gonna go as well.
Thanks for all that sharing, people!
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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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![[Post New]](/s/i/i.gif) 2014/05/22 06:23:42
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Storm Trooper with Maglight
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Heavy is rumored to be the same but can ram better (distance doesn't matter).
Edited: To correct myself thinking it was Marky that said Heavy works like this and not someone else.
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This message was edited 1 time. Last update was at 2014/05/22 06:27:26
My IG WIP log
40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS! |
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![[Post New]](/s/i/i.gif) 2014/05/22 06:26:04
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Devastating Dark Reaper
Rovaniemi
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Can Jink be modified?
For example with turboboosting going flatout (or Holofields for that matter).
That would give a Wave Serpent going flatout a 2+ cover save. Funky, if you use it as a real transport.
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![[Post New]](/s/i/i.gif) 2014/05/22 06:28:08
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Resolute Ultramarine Honor Guard
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cerbrus2 wrote:Suprised the normal Dakka gw bashers arn't having a seizure after learning there is no area terrain anymore.
That seems like a rule if want to read through first.... Before getting flame ready that.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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![[Post New]](/s/i/i.gif) 2014/05/22 06:29:08
Subject: 40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)
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Fireknife Shas'el
Lisbon, Portugal
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Weidekuh wrote:Can Jink be modified?
For example with turboboosting going flatout (or Holofields for that matter).
That would give a Wave Serpent going flatout a 2+ cover save. Funky, if you use it as a real transport.
Suspicions wrote that Turbo-boost do not improve Jink; Skilled Rider does.
I'd bet cover-improving wargear still works as usual
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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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