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Made in gb
Longtime Dakkanaut






 tetrisphreak wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Full wording for move through cover?


A unit that contains at least one with this rule rolls an extra d6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3d6 and picks the highest roll. Furthermore, a model with the special rule automatically passes dangerous terrain tests.

Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis 
   
Made in gb
Longtime Dakkanaut





 undertow wrote:
MarkyMark, Psychic Phase happens before shooting, yes?

If so, do you see anything preventing a FMC from using Psychic Shooting Attacks in the psychic phase, then swooping off the board in the shooting phase?


Nope you are allowed. Also say screamer council or jetseer, can now shoot PSA then turbo boost in the shooting phase, or hive tyrant can cast PSA then shoot with two weapons in the shooting phase.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Tail-spinning Tomb Blade Pilot






Chariots!?! Seandrake!! Any changes please?

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




On the Internet

SeanDrake wrote:
Got my book if any unanswered questions fire away.

People keep asking about Chariots, so I'd say that.
   
Made in gb
Longtime Dakkanaut





Lol, I did say before I havent touched on the vehicles side, I'll let Sean answer some questions

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Longtime Dakkanaut






MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


And all I have to do is kill a handful of cultists to prevent you from claiming objectives. Heldrakes are flyers, yes? So they can't claim objectives at all. Annoying? Most certainly. Unbeatable? Not even a little bit.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Wayshuba wrote:
 ClockworkZion wrote:

Of course this is all assuming every summoning goes through with no Perils killing off your Psykers, or being denied, or just failing because of how easy it is to fail.

Yes, if dice go well you could easily end up with lots of models, but you're not really likely to. Pluse of you summon more psykers, how are they generating their powers? Last I knew, powers were generated at the start of the game, so unless something is in the rules for summoning that we haven't seen, summoned psykers have no psychic powers. Which means you just need to nuke that one psyker doing the summoning to stop it. Oh and one of the powers causes a wound to summon Heralds (even for Daemons) and the Greater Daemon causes a Perils. So you know, the only one that is "good" is the Summoning one to use, and even then you can focus on removing the Psykers that know it to eliminate the threat.


There are always a lot of ifs - If a peril kills your psycher (and you do not have wargear to compensate such as a ghost helm or Runes of Witnessing). As far as being denied, that won't happen since it doesn't target any enemy unit, though their are always dispels, but still, based on WHFB, that usually means at least 1-2 powers will still get off a turn. As for the generation of psychers, nothing I mentioned even considers this. Just summon units of bloodletters, or something similar, every single turn.

And nuking the one psycher isn't much easier than it may be depending on terrain and set up (not to mention the judicious use of Look Out Sir). Sure, there are ifs on both sides (for and against) but now we will just have to wait and see how it plays out in practice. Or if the army is psycher heavy, such as an Eldar army with two Farseers and ten Warlocks generating D6+16 dice for casting.

I'm not saying there aren't sound strategies to deal with it. But anything introduced that has the potential to add another 600-1,800 (assuming getting 1-3 units of bloodletters a turn) has the potential to seriously skew the balance of a game.

Ghost Helms and Runes of Witnessing are both limited to the Eldar codex. The first eats Warp Charges, the latter is of limited use and we don't know how it'll be changed to work with the new rules.
   
Made in gb
Crazed Spirit of the Defiler




Ireland

SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hey man, can you give some info on the changes to the Chariot rules?

Edit: Opps sorry didn't see the number of other people asking, must be a lot of people with Burning Chariots of Tzeentch waiting to see if it now works

This message was edited 1 time. Last update was at 2014/05/22 15:30:01


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in us
Regular Dakkanaut




I want to know if its possible to buff your own unit in a transport as well.
   
Made in gb
Mighty Vampire Count






UK

mercury14 wrote:
 tetrisphreak wrote:


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?



Lots of maps at tournaments, cons, etc don't have ruins or craters. They have trees, rocks, etc. I guess we all need to go out and buy ruins?

Just seems bizarre. What's gained by not having area terrain?


Thats a problem with most tournametns I have seen - they have mostly open boards - there should be a mixture of open, some terrain and cluttered boards - anything else is just promoting a certain play style whether by design or accident.

I AM A MARINE PLAYER

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Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Dakka Veteran




SeanDrake wrote:
Got my book if any unanswered questions fire away.


What different kinds of area terrain are there? Craters are 6+ cover? What else?
   
Made in de
Decrepit Dakkanaut





Forests no longer grant cover then? Uh? In the grim future of the 41st millenium, there are only ruins. And craters.


   
Made in us
Longtime Dakkanaut






SeanDrake wrote:
 tetrisphreak wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Full wording for move through cover?


A unit that contains at least one with this rule rolls an extra d6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3d6 and picks the highest roll. Furthermore, a model with the special rule automatically passes dangerous terrain tests.

Oh man, I can already see the YMDC battle about whether "not slowed by charging through difficult terrain" includes being reduced to I1 or not.
   
Made in gb
Longtime Dakkanaut





 streamdragon wrote:
MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


And all I have to do is kill a handful of cultists to prevent you from claiming objectives. Heldrakes are flyers, yes? So they can't claim objectives at all. Annoying? Most certainly. Unbeatable? Not even a little bit.


It was a example dude, I am sure you can create other spammed lists that will acutally be effective.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Dakka Veteran




 Mr Morden wrote:
mercury14 wrote:
 tetrisphreak wrote:


I just said ruins (4+) and craters (6+) have specific rules for standing in them. Why is that hard to grasp?



Lots of maps at tournaments, cons, etc don't have ruins or craters. They have trees, rocks, etc. I guess we all need to go out and buy ruins?

Just seems bizarre. What's gained by not having area terrain?


Thats a problem with most tournametns I have seen - they have mostly open boards - there should be a mixture of open, some terrain and cluttered boards - anything else is just promoting a certain play style whether by design or accident.



Tournaments I play at have plenty of terrain on their boards. Just not always terrain that you can get obstruction from.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

mercury14 wrote:
 tetrisphreak wrote:
Nope. Get behind walls, other models (25% obscured necessary) or bring a venomthrope along.



This makes no sense. No area terrain....

So Guardians have to just save against AP5 bolt guns with their 5+ armor save most of the time?


Yeah, poor elder, now they suck.

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 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

 Voodoo_Chile wrote:
Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.


This is really quite interesting. Anyone know if this takes up one of your powers or when they say "In addition" it is actually a freebie?

If so I look forward to the FAQs for CSM as it might make Thousand Sons somewhat useful to fulfill the Mark of Tzeentch requirement and allow a Maleficarum roll


It definitely needs a faq, along with the Black Staff... I hope Ahriman can take Divination. I wonder what, if anything, they'd make the Black Staff do? Same Witchfire multiple times? Spell familiar? Pick spells? Who knows.

But lets be honest... I'm sure they'll promptly put out a 7th faq for CSM, and just leave TS in the dust (lol?) so don't get your hopes up too much
   
Made in gb
Longtime Dakkanaut






MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Gork, no. That has to be wrong....
   
Made in us
Dakka Veteran




What about focus fire? Any changes? Still in there?
   
Made in gb
Longtime Dakkanaut






Super Newb wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


Psykers embarked on a transport cannot manifest any other kind of power than witchfire

Your last point is especially laughable and comical, because not only the 7th ed Valkyrie shown dumber things (like being able to throw the troopers without parachutes out of its hatches, no harm done) - Irbis 
   
Made in de
Decrepit Dakkanaut





 Squidbot wrote:
MarkyMark wrote:
http://sanguinesons.blogspot.co.uk/2014/05/biggest-change-in-7th.html

Something that has made me cry a little on the inside.


Gork, no. That has to be wrong....


If that's not going to get FAQ'd, I'm looking forward to our next rules council.

   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

SeanDrake wrote:
Got my book if any unanswered questions fire away.


Thanks.

How are summoned daemons treated for allied purposes?

What, if any, are the changes with chariots?

Are any new fortifications added to the main rulebook?

How are ruins treated if there is no area cover anymore?

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Regular Dakkanaut




SeanDrake wrote:
Super Newb wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Can you verify this? I've heard psykers inside transports can only cast witchfires. Is this true? As in can they not even bless their own unit which is with them inside the transport??


Psykers embarked on a transport cannot manifest any other kind of power than witchfire


Are blessings magically witchfires now? Or is that just wishful thinking?
   
Made in gb
Longtime Dakkanaut





So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hello, kind sir! I have 2.

1. As already said, ICs cannot join MCs. But there is an IC MC (O'Vesa, from Farsight Enclaves Supplement). Is there any kind of exception for IC MCs regarding being joined by other ICs? Or MCs can never be joined whatsoever?

2. Now that Supplements are considered part of the same Faction of its 'mother' codex, there is the possibility of bringing, let's say, an Iron Hands and a Clan Raukaan separate detachments, but still as the primary one (no allies). But... how about Relics? Can I have a Chapter Master with Shield Eternal in my Iron Hands detachment and another one with Gorgon's Chain in the Clan Raukaan detachment?

This message was edited 1 time. Last update was at 2014/05/22 15:40:26


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.
 
   
Made in gb
Longtime Dakkanaut





mercury14 wrote:
What about focus fire? Any changes? Still in there?


Big change, removed from the book...

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Also interested in chariots. I hate the heldrake, and will gladly use a Burning Chariot.

Edit: Very well, assembling Burning Chariot now

This message was edited 1 time. Last update was at 2014/05/22 15:37:48


 
   
Made in gb
Crazed Spirit of the Defiler




Ireland

MarkyMark wrote:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.

Riders CANNOT disembark from the chariot.

IF either rider or chariot is killed both are removed from play.

When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.


Tears of joy ladies and gentlemen, tears of joy...

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in us
Focused Dark Angels Land Raider Pilot




Magnolia, TX

 Sigvatr wrote:
Forests no longer grant cover then? Uh? In the grim future of the 41st millenium, there are only ruins. And craters.



I felt despair also, for a moment.

Then I thought, no one is forcing us to use multistory ruins.

What if I take my forest terrain (formerly area terrain) and glue a few low lying pieces of debris to it?

I then have an "area" of ruins. Simple 4+ cover save...until the D weapon arrives that is...

This message was edited 1 time. Last update was at 2014/05/22 15:38:37


Captain Killhammer McFighterson stared down at the surface of Earth from his high vantage point on the bridge of Starship Facemelter. Something ominous was looming on the surface. He could see a great shadow looming just underneath the waters of the Gulf of Mexico, slowly spreading northward. "That can't be good..." he muttered to himself while rubbing the super manly stubble on his chin with one hand. "But... on the other hand..." he looked at his shiny new bionic murder-arm. "This could be the perfect chance for that promotion." A perfect roundhouse kick slammed the ship's throttle into full gear. Soon orange jets of superheated plasma were visible from the space-windshield as Facemelter reentered the atmosphere at breakneck speed. 
   
Made in gb
Longtime Dakkanaut





 Vector Strike wrote:
SeanDrake wrote:
Got my book if any unanswered questions fire away.


Hello, kind sir! I have 2.

1. As already said, ICs cannot join MCs. But there is an IC MC (O'Vesa, from Farsight Enclaves Supplement). Is there any kind of exception for IC MCs regarding being joined by other ICs? Or MCs can never be joined whatsoever?

2. Now that Supplements are considered part of the same Faction of its 'mother' codex, there is the possibility of bringing, let's say, a Iron Hands and a Clak Raukaan separate detachments, but still as the primary one (no allies). But... how about Relics? Can I have a Chapter Master with Shield Eternal in my Iron Hands detachment and another one with Gorgon's Chain in the Clan Raukaan detachment?


Ovesa star is dead mate, you cannot join IC's to a unit with MC's in it there is no exception.

Thats a codex question rather then rule book, it is not covered in the BRB.

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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