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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
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 Vector Strike wrote:
zhutch wrote:
So it's looking like the new biomancy powers might be a good option for AM armies... thoughts?

Divination looks definitely less appealing what with the WC 2 on prescience


Dunno... I think Telepathy is much more interesting for Guard (Divination still is)


Divination is still solid, but I forsee a lot of invisibility fishing now.

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I know someone with the book said that Slow and Purposeful is the same as it was, but can someone confirm if it is exactly the same? i.e. does it still allow everyone in the unit to count as stationary for firing even if only one model has the rule?

   
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MarkyMark wrote:
 undertow wrote:
 Iechine wrote:
So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.

I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.


There is a lot that will need changing with FAQ's.


Instead of FAQs there will be 8th edition...

 
   
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 RedFox wrote:
So basically there's not a single positive new rule that benefit assault...ouch


Unless you count the fact that you most likely have to go and fight in CC unless there's 2 gun lines fighting each other. One needs to understand that this games edition is not about killing the enemy from the field but the missions that force you to go up close and personal.
   
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Regarding the jink change, you can only fire snaps on your next shooting phase but... can you assault? I wouldn't mind changing some bolter shots for the 4+ cover

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 undertow wrote:
 Iechine wrote:
So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.

I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.


It's been 1 year, 1 month and 5 days since the last FAQ.

And the Tzeentch Chariot still can't shoot it's only weapon.

I wouldn't hold out hope on any relevant FAQs.

That being said, I'm liking the sound of 7th, but I remain dissapointed it wasn't a more comprehensive revamp. But then I shouldn't expect GW to take risks, they're not desperate enough yet. I'm very interested in seeing their next financials, and what they have lined up for after them. They come out in, what, late June, early July?

Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
 
   
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 son_of_osiris wrote:
Anyone know how units fire out of transports? I hope units can fire at full BS out of fast transports going 12" ...that would be so awesome for DE


Short answer no, long answer after my tea.
[list]

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 
   
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 MajorStoffer wrote:
And the Tzeentch Chariot still can't shoot it's only weapon.

*ahem*
From Seandrake earlier in this thread:
So the burning chariot is fixed. Riders always count as stationary when firing weapons.
   
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Did FAST vehicles change in any way, with regards to shooting or passengers or what-have-you?
   
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San Mateo, CA

How exactly does ramming work again? Is it good enough to actually cause some damage?

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SeanDrake wrote:
 son_of_osiris wrote:
Anyone know how units fire out of transports? I hope units can fire at full BS out of fast transports going 12" ...that would be so awesome for DE


Short answer no, long answer after my tea.
[list]


Don't vehicles confer relentless now? Or am I not remembering that correctly?
   
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MadmanMSU wrote:
mercury14 wrote:
 gorgon wrote:


No, I think you're definitely on to something about the game dynamics changing. Armies will be meeting in the midfield more often, and also earlier in the game.



And this is a significant buff to assault lists that people aren't recognizing at this point.


No, it's not a significant buff. Assault is no better OR worse off than it was in 6th. It just hasn't changed much. Some assaulting is still powerful, just as it was in 6th, but you still won't see massive assault based armies.

(Unless you count FMCs in there, they got hit hard on the assault rules)


It's not that the assault rules have changed, it's that assault opportunities will likely be more plentiful overall.

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MadmanMSU wrote:
Did FAST vehicles change in any way, with regards to shooting or passengers or what-have-you?


Interested.


Automatically Appended Next Post:
So with cover saves being worse or more scarce...and D-weapons heavily nerfed...I'm throwing my Heat cannons around like nobody's business!

This message was edited 2 times. Last update was at 2014/05/22 17:15:04


   
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Any change to grenades?

There was a rumor that models in a transport were relentless, I assume that was false?

It's been stated that models get a LD test to avoid snap shots when their transport is stunned/shaken, is this also the case for jink snap shot?

Thanks in advance!

This message was edited 2 times. Last update was at 2014/05/22 17:17:36


 
   
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shiwan8 wrote:
 RedFox wrote:
So basically there's not a single positive new rule that benefit assault...ouch


Unless you count the fact that you most likely have to go and fight in CC unless there's 2 gun lines fighting each other. One needs to understand that this games edition is not about killing the enemy from the field but the missions that force you to go up close and personal.


Yep, gunlines will have quite a dilemma against, say, an Ork or Tyranid army if tasked with securing objectives in the midfield in early game turns. The design approach wasn't to make assaults more dangerous, but to encourage more of them.

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I just noticed that they increased the range of Psychic Shriek and the Biomancy witchfire attacks from 12" to 18". I'm a fan.

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 Brometheus wrote:
 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


such pun, many sad. :(

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 jhnbrg wrote:
MarkyMark wrote:
 undertow wrote:
 Iechine wrote:
So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.

I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.


There is a lot that will need changing with FAQ's.


Instead of FAQs there will be 8th edition...


No, next it will be:

"WH40k online edition.

Incredible news! No need for paper anymore, our only edition of Warhammer Fourthy thousand will be available online through our specific client. This, for the very small monthly fee of 14.99$ (30$ for you guys in australia, a real deal!).
For this negligible amount, you will have access to all our rules all the time, anywhere... assuming you have windows 8.1!
This new never ending edition will be updated monthly with rules update, balances and everything you need to forge the ultimate narative!"


Couldn't resist.

Seriously, I like a large amount of the leaks I've read and can't wait to have the book in my hands tonight and test the rules with my friends.
3 more hours...

* I have to say that NewGW impresses me a lot... 
   
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What is the order of modifiers in the new book? Same as before? Basically, my question is, will charging with an MCean he makes 2 attacks, 1 base + 1, or just a net 1, regardless of Daemon weapons, CC weapons, charging, etc.

Edit: when smashing

This message was edited 1 time. Last update was at 2014/05/22 17:29:46



 
   
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 MajorStoffer wrote:
 undertow wrote:
 Iechine wrote:
So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.

I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.


It's been 1 year, 1 month and 5 days since the last FAQ.

And the Tzeentch Chariot still can't shoot it's only weapon.

I wouldn't hold out hope on any relevant FAQs.

That being said, I'm liking the sound of 7th, but I remain dissapointed it wasn't a more comprehensive revamp. But then I shouldn't expect GW to take risks, they're not desperate enough yet. I'm very interested in seeing their next financials, and what they have lined up for after them. They come out in, what, late June, early July?


Didnt they release FAQs right after 6th came out? What relevance does the last FAQ have in when an edition FAQ comes out? From what Ive seen out here, each edition at least has a FAQ that comes out right after it

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 WrentheFaceless wrote:
 Vector Strike wrote:
zhutch wrote:
So it's looking like the new biomancy powers might be a good option for AM armies... thoughts?

Divination looks definitely less appealing what with the WC 2 on prescience


Dunno... I think Telepathy is much more interesting for Guard (Divination still is)


Divination is still solid, but I forsee a lot of invisibility fishing now.


Still solid? Do you realize how much more difficult it will be to cast Prescience now? Compare 6th to 7th. You have a LD 9 or 10 psyker. In 6th casting Prescience was easy peasy. In 7th, how many warp charge dice do you need to throw to have the same odds of success as you did in 6th edition? A lot. Which means you can't reliably cast it three times with three ML1 psykers because you won't have enough warp charge dice. Also, congrats your risk of perils is now 20+% because you had to use so many dice.

The primaris power in divination is much much worse now, being warp charge 2 with the new rules.
   
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Models firing out of a vehicle that moved at combat speed count as having moved that turn, models firing out of a vehicle that moved at cruising speed can only fire snap shots that turn. They cannot fire if the vehicle moves flat out or uses smoke launchers, nor can the vehicle move at flat out or use smoke if the embarked unit fired.

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 
   
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 Lord Yayula wrote:
Regarding the jink change, you can only fire snaps on your next shooting phase but... can you assault? I wouldn't mind changing some bolter shots for the 4+ cover



I'd love to have an answer to this. If say, Shining Spears jink on their turn can they still assault after that?
   
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 Sigvatr wrote:
 Vector Strike wrote:
Drakmord wrote:
Was there confirmation on how Heavy vehicles work? Do they have any new interactions with Ordnance weapons?


As far is it seems it gives bonuses when Ramming (distance travelled does not help this anymore)


Puny mortals, BEHOLD the power of the RAMMING MONOLITH! Watch it ram your vehicles moving at 10 km/h!


It hurts whether a cow runs into you and headbutts you, or smushes you against a wall slowly. Big heavy things can crush even if they go slowly. Trust.

I like to think a monolith kind of hovers over the tank and slowly descends onto it, crushing it into the ground

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 optometris wrote:
 Sigvatr wrote:
 Vector Strike wrote:
Drakmord wrote:
Was there confirmation on how Heavy vehicles work? Do they have any new interactions with Ordnance weapons?


As far is it seems it gives bonuses when Ramming (distance travelled does not help this anymore)


Puny mortals, BEHOLD the power of the RAMMING MONOLITH! Watch it ram your vehicles moving at 10 km/h!


It hurts whether a cow runs into you and headbutts you, or smushes you against a wall slowly. Big heavy things can crush even if they go slowly. Trust.

I like to think a monolith kind of hovers over the tank and slowly descends onto it, crushing it into the ground


Getting rammed by a Monolith is like being run over by a fat old lady in an electric wheelchair.

   
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 optometris wrote:
 Sigvatr wrote:
 Vector Strike wrote:
Drakmord wrote:
Was there confirmation on how Heavy vehicles work? Do they have any new interactions with Ordnance weapons?


As far is it seems it gives bonuses when Ramming (distance travelled does not help this anymore)


Puny mortals, BEHOLD the power of the RAMMING MONOLITH! Watch it ram your vehicles moving at 10 km/h!


It hurts whether a cow runs into you and headbutts you, or smushes you against a wall slowly. Big heavy things can crush even if they go slowly. Trust.

I like to think a monolith kind of hovers over the tank and slowly descends onto it, crushing it into the ground


Anyone who's played American or Aussie Football knows this one.

BTW, optometris, I love your avatar

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Super Newb wrote:
 WrentheFaceless wrote:
 Vector Strike wrote:
zhutch wrote:
So it's looking like the new biomancy powers might be a good option for AM armies... thoughts?

Divination looks definitely less appealing what with the WC 2 on prescience


Dunno... I think Telepathy is much more interesting for Guard (Divination still is)


Divination is still solid, but I forsee a lot of invisibility fishing now.


Still solid? Do you realize how much more difficult it will be to cast Prescience now? Compare 6th to 7th. You have a LD 9 or 10 psyker. In 6th casting Prescience was easy peasy. In 7th, how many warp charge dice do you need to throw to have the same odds of success as you did in 6th edition? A lot. Which means you can't reliably cast it three times with three ML1 psykers because you won't have enough warp charge dice. Also, congrats your risk of perils is now 20+% because you had to use so many dice.

The primaris power in divination is much much worse now, being warp charge 2 with the new rules.


Divination is more than just Prescience, and its good its more dificult to cast, its a powerful ability. Divination is still solid, just not overpowered now. Everything in that dicipline is still good except misfortune

Sorry you got a problem with Prescience being nerfed, but it had it comming. Its still good

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Read this, want to know if someone can confirm:

Edit: Nevermind.

This message was edited 2 times. Last update was at 2014/05/22 17:41:10


 
   
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SeanDrake wrote:
Models firing out of a vehicle that moved at combat speed count as having moved that turn, models firing out of a vehicle that moved at cruising speed can only fire snap shots that turn. They cannot fire if the vehicle moves flat out or uses smoke launchers, nor can the vehicle move at flat out or use smoke if the embarked unit fired.


This might have been mentioned, but the thread is expanding really rapidly, so I might have missed it.

For normal and Fast vehicles, what movement distance will constitute Combat Speed, Cruising Speed, and Flat Out in this edition?
   
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 MajorStoffer wrote:
 undertow wrote:
 Iechine wrote:
So...Shadows in the Warp, from a codex just a few months old is now useless?
I'd relax a bit if I were you. Expect a FAQ on release day or shortly thereafter.

I'm in a similar situation with Tzeentch Daemons getting +3 to Ld for Psychic checks. I'm not freaking out ... yet.


It's been 1 year, 1 month and 5 days since the last FAQ.



Faqs, were in fact, abandoned by GW because they were starting to write 7th edition 13 months ago. They basically gave up on 6th (in under a year from its release no less), quietly, knowing what was going down. Our new universal faq is "Roll 1d6. If it is 1-3 you are right & 4-6 your opponent is correct." (BTW, that ain't a joke.)

painted 2k dkok army for sale! ends MAY 29TH
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