Switch Theme:

40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





Backlash wrote:
So has there been any information on when warp charges are generated? Is it every player turn? Only your turn? Makes a very big difference.


Kirby said per player turn.

Edit - This is exactly what he said:

"STOP - Misread something;

EACH player adds their Mastery Levels each psy phase; so you get D6+ML for dispel as well.

Apologies this was wrong before when I said you only got D6."

This message was edited 2 times. Last update was at 2014/05/22 13:50:19


 
   
Made in gb
Towering Hierophant Bio-Titan






Backlash wrote:
So has there been any information on when warp charges are generated? Is it every player turn? Only your turn? Makes a very big difference.


You generate charges on your own turn to cast powers with, and again in your opponents turn to deny with. The player whose turn it is rolls a D6 and both players get the same number of charges, plus their total psyker mastery levels.
   
Made in us
Dakka Veteran




So assaults can only glance or "pen" where penning does 2 HP and doesn't roll on the pen chart?

What if the assaulter is like the Avatar of Khaine and has an AP1 CC weapon, can it still not roll for pen effects?
   
Made in us
Longtime Dakkanaut




Indiana

So my Inquisition deathcult assassins/crusaders/priest squad in land raider crusader might actually see tabletime with coteaz.......Sweeeeeeet throw in a mystic for dat warcharge and go to town.

This message was edited 1 time. Last update was at 2014/05/22 13:48:22


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

Grounding tests are now taken once at the end of the phase when a wound is allocated to the FMC right? Not when it takes an unsaved wound?
   
Made in us
Huge Hierodule





Louisiana

Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

More from 3++ (yes, he has the book, image of it is on that page):
Any change to 2+ rerolls.

No.

In the psychic section do conjured units have a rule saying they don’t score?

No.

Do MC still get cover for a foot in terrain?

No – area terrain no longer exists.

Is fearless the same in close combat or did it revert to 5th?

Same as 6th

Could you enlighten us on desperate allies and scoring. Are DA scoring ? Are tropps from DA super-scoring ?

No restrictions on scoring for any allies. yes they get objective secured.

Allies:
Battle Bros – benefit from warlord trait; ICs can join; "friendly units" for psy powers, abilities, etc.; can use special abilities to repair vehicles; can use modifiers and re-rolls on reserve rolls; can embark on each other's transports

Allies of Con – treated as enemy units that cannot be charged, shot, attacked or targeted; cannot move within 1" of each other; no warlord, no IC joining, and basically none of the above stuff but are impacted by that effect enemy models.

Desperate – same as AOC plus if within 6" roll a D6, on a 1 they do nothing

Come the Apoc – same as Desperate but cannot deploy within 12" of each other.

No restrictions on scoring for any allies. yes they get objective secured.

Warlord Traits:
Warlord traits –
Tactical; 1) while alive, can discard up to 2 active tactical objectives (TO) instead of 1
2) one use only, end of your turn, opponent randomly selects TO and discards
3) generate one additional TO first turn
4) redraw all TO on first turn if you want
5) while alive, re-roll VP awarded for TO
6) +1 VP for objective secured TO by Warlord

Command –
1) 12" use of warlord Ld
2) 12" use of lowest Ld for enemies
3) 12" move through cover
4) +1" for run and charge within 12"
5) 12" bubble of shooting re-roll 1s to hit (suck it tau – this is permanent)
6) same as above but for assault

Personal –
1) Counter attack
2) Furious charge
3) outflank
4) 1VP for characters slain in combat
5) FNP
6) Fearless and IWND

Strategic –
1) stealth ruins + move through cover
2) choose for night attack and all models in your army have night vision
3) warlord + 3 units (non-vehicle) have infiltrate
4) +1 to seize and re-roll reserves if warlord alive
5) -1 to opponents reserves
6) first enemy turn, 3 enemy units take a pinning check

Under psychic powers conjuration is there anything that says conjured units can’t score?

No.

Under psychic powers does it say a unit can only attemp a psychic power once per phase? ie multiple IC can’t atttempt to cast the same power if they are in a unit.

Yes-UNIT

Under vehicles is there anything saying vehicles can’t score?

No.

Objectives deployed before table halves decided.

Who deploys first chooses who goes first or second after deployment.

How about close combat weapons? Power axes, mauls etc…

Same

Can you still move and fire rapid fire at full range?

Yes

Have sweeping advances changed?

No

Does fearless have the old no retreat rule again?

No

Has ATSKNF changed much?

No

Maelstrom of war missions are missions based upon Tactical Objectives.

Also can the "defending" player use his mastery levels to generate "dispel dice"?

No

Normal missions do NOT uses Tactical objectives.

When do you get your cards for Maelstorm missions? Before or after table sides/Deployment?

Beginning of turns.

Roll a D66 – consult table; can never roll the same one twice.

what does glancing hit actually do now?

Take a HP

Was the declaring jink for flyers or all skimmer and bikes. If so then serpent and bikes have lost some shine

Anything with the Jink rule – so skimers, bikse, flyers.

Can fliers still choose to shoot ground targets at regular BS?

Yes – choose skyfire or not.

What about Mixed Wounds and Fast Dice, does it still allow you to roll saves one at a time because there is different saves and/or a character?

Same as before.

What is the strength of the explosion of an open-topped vehicles for the passenger? (Was 3 in 5th ed gone to 4 in 6th ed)

4

Craters = 6+ no matter what; 4+ if GtG in craters.

Do weapons that have the Get Hot USR still cause a loss of HPs on vehicles on a 4+?

Loses HP on a 1,2,3

STOP – Misread something; EACH player adds their Mastery Levels each psy phase; so you get D6+ML for dispel as well. Apologies this was wrong before when I said you only got D6.

Any changes to walkers?

None that i saw

Is moving through difficult terrain in the movement phase 2d6 pick highest (as before) or -2" (as with charging)?

2d6

Does an Open-Topped Vehicle still add +1 to the Vehicle Penetration table? (Hadn't seen it on the VP table part. Asking just in case).

Yes.

"In some Army List Entries, a Psyker will have one or more specific psychic powers listed – where this is the case, it will be clearly stated. These Psykers always start the game with those psychic powers. Otherwise, a Pysker generates random psychic powers from amongst the psychic disciplines known to him."

Brotherhood and Pilot can manifest unless they have a specific power.

How D weapons work now?

6 only ignores invul/cover
   
Made in us
Tail-spinning Tomb Blade Pilot






Anyone know anything about how chariots have changed? Apparently, rumors are that it's a lot of changes.

2K Daemons Fantasy
2.5K Ogres
3K Flesh Tearers
2K Necrons
 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous



Automatically Appended Next Post:
 jspyd3rx wrote:
Anyone know anything about how chariots have changed? Apparently, rumors are that it's a lot of changes.

Nothing confirmed yet.

This message was edited 1 time. Last update was at 2014/05/22 14:04:26


 
   
Made in us
Huge Hierodule





Louisiana

 ClockworkZion wrote:
 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


I was hoping there was more to it.

Oh well at least area terrain is gone so maybe there will be fewer things tripping up the movement phase.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

Well... Fateweaver will never touch the ground again.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 tetrisphreak wrote:
 ClockworkZion wrote:
 tetrisphreak wrote:
Unsaved wound caused, the FMC Takes a ground check at end of phase. This is how Kirby from 3++ described it, and he posted proof he has the book.

To anyone here with the BRB. Does move through cover affect difficult terrain checks in the movement phase? Or, will my tyrants and carnifexes be walking 2d6 to get over a crater or bush?

As per Kirby:
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous


I was hoping there was more to it.

Oh well at least area terrain is gone so maybe there will be fewer things tripping up the movement phase.

That's all that was posted so far on it. I assume there was no change and you just roll an extra die (for a total of 3d6) and take the highest in the movement phase like you have for the last two editions.


Automatically Appended Next Post:
 rabidguineapig wrote:
Well... Fateweaver will never touch the ground again.

Considering how bad he is at combat, why would he want to before? At least he can be grounded then assaulted to keep him from flying away again.

This message was edited 2 times. Last update was at 2014/05/22 14:08:51


 
   
Made in us
Longtime Dakkanaut




Indiana

Not with a 3+ with a re-roll he wont be. Not that I mind TBH. Status quo wont be changing much in regards to dealing with fateweaver.

This message was edited 1 time. Last update was at 2014/05/22 14:10:50


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Did they change Rapid Fire? I’m pretty sure they’ve tweaked it in every single edition so far.

   
Made in us
Storm Trooper with Maglight





Buffalo, NY

That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Leth wrote:
Not with a 3+ with a re-roll he wont be. Not that I mind TBH. Status quo wont be changing much in regards to dealing with fateweaver.

With the changes to Perils I see Mindstrike Missles being handy.

Or just flyers in general being the best anti-Fateweaver counter.

Also buffing himself and making his save rerollable is less reliable when looking at Psychic Powers as a whole. Sure it's a PITA to deny him, but it's not impossible.


Automatically Appended Next Post:
 Nevelon wrote:
Did they change Rapid Fire? I’m pretty sure they’ve tweaked it in every single edition so far.

Not this time.

This message was edited 1 time. Last update was at 2014/05/22 14:16:55


 
   
Made in us
Lesser Daemon of Chaos





San Mateo, CA

These new warlord traits are LUDICROUS. I'm not saying they're bad- I actually think they're all interesting and will significantly effect gameplay, but they're so absurdly out of line with previous book warlord traits-

Give warlord + 3 units infiltrate? Huron Blackheart, you're a joke.

Permanent 12'' re-roll 1s bubble? Tigurius, go home.

Night Vision!?!

5000
Who knows? 
   
Made in us
Fresh-Faced New User





Any changes to Jump Packs? My Blood Angels are asking

1000pts
10000pts
1200pts
2000pts
3000pts
3500pts
2500pts

 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

And a 2+ for anything isn't enough to make something invincible. If that was the case Terminators would be a lot better. And if they fail Grimoire he has his save decreased instead (likewise, the Warp Storm table can screw him over too). Yes, in a perfect scenario, he's hard to deal with, but not impossible. But he's in a codex with lots of random results tables too that can horrible screw him over too.
   
Made in gb
Nimble Mounted Yeoman




UK

 Colpicklejar wrote:
These new warlord traits are LUDICROUS. I'm not saying they're bad- I actually think they're all interesting and will significantly effect gameplay, but they're so absurdly out of line with previous book warlord traits-

Give warlord + 3 units infiltrate? Huron Blackheart, you're a joke.

Permanent 12'' re-roll 1s bubble? Tigurius, go home.

Night Vision!?!


I guess it's GW's response to the BRB warlord traits being 90% useless to a lot of armies in 6th
   
Made in us
Archmagos Veneratus Extremis




On the Internet

bloodangel70 wrote:
Any changes to Jump Packs? My Blood Angels are asking

From earlier in this thread about that:
No its one or the other (move or assault), no jink
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

He doesn't typically need psychic powers to get his insane save. Just another FMC with Grimoire floating around near him. Seems pretty pointless to shoot piddly units at FMCs just to force grounding tests now though, which was typically my Imperial Guard's strategy in the past.

Mindstrikes are blasts and won't hit him in the air so you still have a get a wound through and ground him to do that, though flyers/skyfire are pretty much your only hope.

It's obviously not impossible, it just seems like they removed trying to ground him and kill him as a viable strategy which hurts quite a few armies/builds.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 rabidguineapig wrote:
He doesn't typically need psychic powers to get his insane save. Just another FMC with Grimoire floating around near him.

Which is random and can actually WORSEN his invul save. Also, prioritize Grimoire if that's the case. The other Daemon won't be as durable and once gone Fateweaver becomes less durable.

You know, good target priority, one of the staples of being a good player?

 rabidguineapig wrote:
Seems pretty pointless to shoot piddly units at FMCs just to force grounding tests now though, which was typically my Imperial Guard's strategy in the past.

Take Hydras, keep shooting until he dies or falls or both. Seriously, Hydras are cheap enough to take a squadron of 3 and go to town with without screwing a list over.

 rabidguineapig wrote:
Mindstrikes are blasts and won't hit him in the air so you still have a get a wound through and ground him to do that, though flyers/skyfire are pretty much your only hope.

Fair point there.

 rabidguineapig wrote:
It's obviously not impossible, it just seems like they removed trying to ground him and kill him as a viable strategy which hurts quite a few armies/builds.

I think people are banking too hard on the Fateweaver only ever being at his best, and never at his worst (or even somewhere in between).

This message was edited 1 time. Last update was at 2014/05/22 14:26:50


 
   
Made in us
Dakka Veteran




is consolidating into combat a D6" move or a 6" move?
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

If all unit types can score now, have they changed the 'big guns never tire' and 'scouring' missions?

One of their big differences was that HS/FA units could score in the respective missions if I'm remembering correctly. Seems pointless if everyone can score now anyway.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?

If you mean consolidation during combat, it was a 3" move unless it changes. There is no consolidation into a new combat though.
   
Made in us
Huge Hierodule





Louisiana

mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?


There isn't any consolidating into combat. Consolidating after cc hasn't been mentioned yet so it's probably still d6".

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




Wichita, KS

 ClockworkZion wrote:
 rabidguineapig wrote:
That's what I'm saying, can he really be grounded reliably? Most people target him with the grimoire so more often than not he has a 2+++ so good luck hitting on 6's and getting a wound through on that. On top of it, grounding is still a 3+ and only once. Even if you fail grimoire he still has a 4++ and you can always fly him off the table if you fail and don't want him to get picked off.

You don't even want him on the ground, and he probably never will be more often than not in the new system. Even Tau would stuggle to bring him down/hurt him when his buffs go off. Kind of ridiculous...

Lootas can ground him reliably thanks to volume of fire.

No they can't. They can make him take a single 3+ roll for grounding. And he gets to reroll that. Plus Iron Arm is now a fixed +3 to toughness.
   
Made in us
Huge Hierodule





Louisiana

 Gorechild wrote:
If all unit types can score now, have they changed the 'big guns never tire' and 'scouring' missions?

One of their big differences was that HS/FA units could score in the respective missions if I'm remembering correctly. Seems pointless if everyone can score now anyway.


If I were to guess I'd say those missions grant "objective secured" to HS/FA while also granting VPs for killing them.

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




 ClockworkZion wrote:
mercury14 wrote:
is consolidating into combat a D6" move or a 6" move?

If you mean consolidation during combat, it was a 3" move unless it changes. There is no consolidation into a new combat though.



Dag. Why was I thinking this was confirmed? :(

What about this question?

mercury14 wrote:
So assaults can only glance or "pen" where penning does 2 HP and doesn't roll on the pen chart?

What if the assaulter is like the Avatar of Khaine and has an AP1 CC weapon, can it still not roll for pen effects?
   
 
Forum Index » News & Rumors
Go to: