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Made in at
Not as Good as a Minion





Austria

Stil missing my beloved Grey Hunters and Blood Claws

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

 BrookM wrote:
Or Guard leaks!


Can we not clutter up this already insane thread with "WAHHH where the rules for <insert my army here>"! Please?

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in us
Stealthy Warhound Titan Princeps







So a Sisters Rhino can transport 10 models without Jump packs from the same sisters chapter only, any number of units. A Fortress of Redemption can "transport" 30 models, but all must be the same unit, (any type of armor, so 30 terminators is cool), and can be joined by an infinite number of characters.

Good to see elimination of tedious universal rules like "Bulky" and bespoke rules is producing a more coherent, consistent game. I'm sure the paragraph they saved in the core rules is TOTALLY worth it. Although, with the basic physical rulebook coming in at 280 pages, I'm not sure how that is relevant.

All in all though, the leaks seem pretty neat so far. Major point cost changes do seem to indicate some serious effort on game balance.
   
Made in us
Regular Dakkanaut



Denmark

Yeah nothing about the guard yet besides some semi-sketchy 4chan rumors. Need some pics!

3000 point  
   
Made in us
Loyal Necron Lychguard





Working on it

Here's the Monolith:

M:* WS:6+ BS:* S:8 T:8 W:20 A:3 L:10 S:3+

TABLE:
Wounds--M--BS--Portal of Exile
11-20+--6"--4+--4+
6-10--5"--5+--5+
1-5--4"--6+--6+

Heavy Gauss Arc: R:24" Heavy 3 S:5 AP:-2 D:1
Particle Whip: R:24" Heavy 6 S:8 AP:-2 D3

LIVING METAL: (Pg. 84)

EXPLOSION: If the Miniature is reduced to 0 wounds, roll a D6 before it is removed from the battlefield. On a 6, units in 6" take D6 mortal wounds

FLOATING FORTRESS: This miniature can move and shoot heavy weapons without suffering the penalty to shoot to impact

GRAVITIC: always measure the distances and reaches from and to the helmet is this miniature, even if it has a base

FALLING DEATH: During deployment, you can place a monolith in the upper atmosphere instead of deploying it on the battlefield. At the end of any Movement phase you can set this model up anywhere more than 12" from an enemy model.

PORTAL OF EXILE: When a unit set up a monster or a vehicle charges miniature, its exile portal pits activurse. And compiralo with the required value is the table above. If the roll has exino, the unit that is charged suffers mortal injuries

GATE OF ETERNITY: When deploying a miniature, at the same time you can place any number of <Dynasty> Infantry units in a necropolis world instead of deploying it in battle. Before the monolith moves in one of your Movement phases a single unit that you have placed in your necropolis city can be transported to the battlefield for the monolith. Deploy the unit so that it is completely within 5 "or less of the monolith and more than 1" of the enemy. If all Night Scythes and Monoliths are destroyed, the units that remain in the necroplois world are considered as eliminated.


Some of this will sound weird, I couldn't quite read all the text

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in se
Skillful Swordsman




Skeaune

 Carnage43 wrote:
 BrookM wrote:
Or Guard leaks!


Can we not clutter up this already insane thread with "WAHHH where the rules for <insert my army here>"! Please?


This.


Also, seems you don't pay anything for upgrading to unit leaders in the Tau.

"I like my coffee like I like my nights. Dark, endless and impossible to sleep through." 
   
Made in us
Fresh-Faced New User




zamerion wrote:
Lucius (from miniwars)



Top weapon is assault D3, hits automatically and ignores cover
Next Assault 2 St. User, can be fired when you're within 1" of enemies, or at targets within 1" of friends
Next S. User AP -3, D2
Looks like frag and Krak grenades after that
-Death to the False Emperor
-Lucius has a 4+ invuln. Each time he passes an Invuln save in the combat phase, roll D6. On a 4+ the attacking unit suffers a mortal wound after all attacks are resolved.
-If all Lucius' melee attacks are directed at an enemy character, roll 2 extra attacks. These attacks have to be directed at the same character.
   
Made in us
Regular Dakkanaut





anybody know points costs of the knights? Saw leaked stats but no point sheet.



Trades and sales with:
lilted, puma713, ryanguy322, Dunk, Shadowbrand, zwillia3, BigWaaagh, SickSix 
   
Made in us
Loyal Necron Lychguard





Working on it

 gainsay wrote:
anybody know points costs of the knights? Saw leaked stats but no point sheet.


Check a few pages back, there were some leaked pictures of them

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
Made in at
Not as Good as a Minion





Austria

 Carnage43 wrote:
 BrookM wrote:
Or Guard leaks!


Can we not clutter up this already insane thread with "WAHHH where the rules for <insert my army here>"! Please?


I thought this is the new forum game?

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in us
Fixture of Dakka






Tyran wrote:
 Amishprn86 wrote:
Anyone seen any Haywire weapons yet? I'm wondering about them or if they are still around.

Not seen the rules, but at the very least, former haywire weapons are still in. Tyranids still have shockcannons and tentaclids.


The guns are there b.c they are in the kits, but the "haywire" part might not be thats what i wanted to know.

This message was edited 1 time. Last update was at 2017/05/30 19:31:27


   
Made in ca
Hauptmann





Some Dark Angels leaks (no pictures, grain of salt and all that). Source is B&C, poster ChaosPhoenix (see link for original post).

There are leaks. I'll give you some.

Belial allows to reroll failed hit rolls 6" around him. With the Sword of Silence he always wounds on 2+, except vehicles. The Sword also comes with a parrying dagger, reducing enemy hit rolls by 1.

Death Wing Knights are T4, but W3. Their flails do 2 damage. Bbuuutt "unused" damage spills over to new modells. They come with an item that ignores psychic powers on a 3+, but is destroyed after one successful save.

Death Wing Terminators have the same item.

Black Wing Knights move 14" standard.

Apothecaries are multi wound characters.

Venerable Dreadnoughts hit on +2/+2 and are T7 W7 or 8.

Azreals helmet got a range upgrade.

Is that ok for now?

This message was edited 1 time. Last update was at 2017/05/30 19:33:50


 
   
Made in se
Been Around the Block




 Kharne the Befriender wrote:
Here's the Monolith:

M:* WS:6+ BS:* S:8 T:8 W:20 A:3 L:10 S:3+

TABLE:
Wounds--M--BS--Portal of Exile
11-20+--6"--4+--4+
6-10--5"--5+--5+
1-5--4"--6+--6+

Heavy Gauss Arc: R:24" Heavy 3 S:5 AP:-2 D:1
Particle Whip: R:24" Heavy 6 S:8 AP:-2 D3

LIVING METAL: (Pg. 84)

EXPLOSION: If the Miniature is reduced to 0 wounds, roll a D6 before it is removed from the battlefield. On a 6, units in 6" take D6 mortal wounds

FLOATING FORTRESS: This miniature can move and shoot heavy weapons without suffering the penalty to shoot to impact

GRAVITIC: always measure the distances and reaches from and to the helmet is this miniature, even if it has a base

FALLING DEATH: During deployment, you can place a monolith in the upper atmosphere instead of deploying it on the battlefield. At the end of any Movement phase you can set this model up anywhere more than 12" from an enemy model.

PORTAL OF EXILE: When a unit set up a monster or a vehicle charges miniature, its exile portal pits activurse. And compiralo with the required value is the table above. If the roll has exino, the unit that is charged suffers mortal injuries

GATE OF ETERNITY: When deploying a miniature, at the same time you can place any number of <Dynasty> Infantry units in a necropolis world instead of deploying it in battle. Before the monolith moves in one of your Movement phases a single unit that you have placed in your necropolis city can be transported to the battlefield for the monolith. Deploy the unit so that it is completely within 5 "or less of the monolith and more than 1" of the enemy. If all Night Scythes and Monoliths are destroyed, the units that remain in the necroplois world are considered as eliminated.


Some of this will sound weird, I couldn't quite read all the text


Well this gave me some ides. This can be really fun.
   
Made in us
Boosting Space Marine Biker





A Dark Place

Dark Eldar/Druhkari via a friend, from an Eldar FB group: apply salt as required.

I've just read our index. I've got few observations to share.
tl;dl it seems really balanced with every unit viable but without any really big power boost.

-First of all we have to wait for the proper Codex, becouse it's just the basics. Minimum special rules for the units and without any special items except weapons.
-Forget what you know about points values. almost everything have a different cost maybe except Venoms.
-Vehicles with 10+ wounds and being less likely to blow up should really benefit our faction.
-FNP is like in 7th game turn based.
1: 6+ inv
2:reroll run/charge
3:+1to hit but CC only

Units:
-Archon would be a cheap HQ filler. Even Bestmaster is more expensive O_o and new huskblade is a joke. His special boost is just use my LD or whatever.
-Haemonculus give +1t bubble but only for coven units.
-Succub seems about the same, I forget what she gives cult units, rerolls maybe. Archite Glaive is now +2s but -1 to hit
-Court are similiar I think to what we had in 7th.
-Warriors are 7 points.
-wyches are similiar but with 'no escape' rule.
-Incubi got reasonable price and the mandrakes seems really good With nice shooting attack, 5++ and Deep strike.
-beasts are looking interesting, high attack values and movement. Beastmaster let them use his LD and give to hit rerolls.
-Reavers are about twice as costly O_o Got second wound but losses all interesting abilities. Caltrops now activates only when the opponent is running away. Meh! Their turboboost is just straight 24'' now.
-Scourges are cheap and have that no scatter Deep Strike.
-Haywire now damages vehicles on 4+ and deal 1 bonus mortal wound or D3 if you roll 6 to wound.
-Wracks and grots are about the same as they were. I was hoping on some more wounds for the G-Unit Haemoculus seems mandatory for the +1t now.
-Rider cost about two 7th ed Riders O_o you can mix passengers now (except Incubi) All have 5++.
-Ravager is now the same price as a Rider.
-Venoms should be gold. -1 to hit for the opponent and still you got this 5++. Obvious upgrade for the splinter cannon is now free I think
-Flyers with more wounds seems really good now, But they are just -1 to hit for ground units.
The Bomb is generating D6s for every model Voidraven will fly over (3d6 for monsters/vehicles) maximum is 10 dice. Then they will deal mortal wounds on 4+
-Taloi are cheaper but nerfed with only 6t/6s got 8'' movement but now could explode. The blast deals mortal wounds so can easily damage other taloi. Of course they got more wounds now.
-Cronos is more expensive than Talos and give no boost I think. He is the damage dealer now.

This message was edited 4 times. Last update was at 2017/05/30 19:54:28


   
Made in us
Fresh-Faced New User




 Ronin_eX wrote:
Some Dark Angels leaks (no pictures, grain of salt and all that). Source is B&C, poster ChaosPhoenix (see link for original post).


Death Wing Knights are T4, but W3. Their flails do 2 damage. Bbuuutt "unused" damage spills over to new modells. They come with an item that ignores psychic powers on a 3+, but is destroyed after one successful save.


Does "unused" damage spill over onto Deathwing Knights, or their targets?
EDIT: Also, thanks for posting this.

This message was edited 1 time. Last update was at 2017/05/30 19:36:59


 
   
Made in it
Fresh-Faced New User




Italy

 Ronin_eX wrote:
Some Dark Angels leaks (no pictures, grain of salt and all that). Source is B&C, poster ChaosPhoenix (see link for original post).

There are leaks. I'll give you some.

Belial allows to reroll failed hit rolls 6" around him. With the Sword of Silence he always wounds on 2+, except vehicles. The Sword also comes with a parrying dagger, reducing enemy hit rolls by 1.

Death Wing Knights are T4, but W3. Their flails do 2 damage. Bbuuutt "unused" damage spills over to new modells. They come with an item that ignores psychic powers on a 3+, but is destroyed after one successful save.

Death Wing Terminators have the same item.

Black Wing Knights move 14" standard.

Apothecaries are multi wound characters.

Venerable Dreadnoughts hit on +2/+2 and are T7 W7 or 8.

Azreals helmet got a range upgrade.

Is that ok for now?


Is there
Spoiler:
or could you ask for it? I don't have an account on B&C
any rule news about SW? We have seen weapons and cost, but nothing about actual stats and rules
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

omg kharne and zerks... i'm literally like omg,,,

3 attacks each, then 3 again and more attacks if you roll 6's vs imperium... they're they're like what i imagine them to be


 
   
Made in us
Contagious Dreadnought of Nurgle






Also grain of salt with this, from tg:

>Dark Angels plasma weapons get to re-roll overheat results.
>Deathwing can re-roll 1s against CSM models in combat.
>Maces are AP-3 in combat.
>Still get +1 Toughness if they stay in base contact.

So if true, no changes hah.

This message was edited 1 time. Last update was at 2017/05/30 19:51:26


 
   
Made in us
Dakka Veteran





California

No one had ork point leaks ?!?!?!?!?!



- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in gb
Dakka Veteran





AquelM wrote:
zamerion wrote:
Lucius (from miniwars)



Top weapon is assault D3, hits automatically and ignores cover

Thats his doom siren

Next Assault 2 St. User, can be fired when you're within 1" of enemies, or at targets within 1" of friends

Thats his whip

Next S. User AP -3, D2

Thats his sword

Looks like frag and Krak grenades after that
-Death to the False Emperor
-Lucius has a 4+ invuln. Each time he passes an Invuln save in the combat phase, roll D6. On a 4+ the attacking unit suffers a mortal wound after all attacks are resolved.
-If all Lucius' melee attacks are directed at an enemy character, roll 2 extra attacks. These attacks have to be directed at the same character.


Thanks for the translation.
   
Made in au
Longtime Dakkanaut




Hmm, swapping from Chainswords to Chainaxes on Berzerkers is an interesting trade now. They get +1 attack from the Chainsword, or +2 total if you account for the Fight twice rule. They get +1 Strength and -1 AP from the Chainaxe. Seeing as they are already Strength 5 base, I'm not sure which is better honestly. I guess it depends on if Chainaxes cost any points.

But....yeah, Kharn and Berzerkers will finally see play again! They are nuts, especially at only 173 for Kharn and 16 points each before weapons for Berzerkers (though possibly barring Chainaxes, none of their weapons cost any points if we follow the Loyalist example).

This message was edited 1 time. Last update was at 2017/05/30 19:58:05


 
   
Made in ca
Hauptmann





 Luciferian wrote:
Also grain of salt with this, from tg:

>Dark Angels plasma weapons get to re-roll overheat results.
>Deathwing can re-roll 1s against CSM models in combat.
>Maces are AP-3 in combat.
>Still get +1 Toughness if they stay in base contact.

So if true, no changes hah.


I want this to be true so bad, but I am piling sodium on right now.

3W, T5 DWK's? With AP-3 D2 mauls that can cause spillover damage? That sounds like a dream come true.

The CSM thing is just Hatred.

And getting to re-roll plasma without character oversight would be nice.

But yeah, until I see the pages...
   
Made in gb
Longtime Dakkanaut




Caederes wrote:
Hmm, swapping from Chainswords to Chainaxes on Berzerkers is an interesting trade now. They get +1 attack from the Chainsword, or +2 total if you account for the Fight twice rule. They get +1 Strength and -1 AP from the Chainaxe. Seeing as they are already Strength 5 base, I'm not sure which is better honestly. I guess it depends on if Chainaxes cost any points.

But....yeah, Kharn and Berzerkers will finally see play again! They are nuts, especially at only 173 for Kharn and 16 points each before weapons for Berzerkers


Swap your bolt pistol for a chainaxe instead and you can get the +1S -1AP, plus one bonus attack without it.
   
Made in se
Regular Dakkanaut





 Kharne the Befriender wrote:
FALLING DEATH: During deployment, you can place a monolith in the upper atmosphere instead of deploying it on the battlefield.


I love the wording here. Do you need friends in NASA to be able to deep strike Necrons?
   
Made in de
Perturbed Blood Angel Tactical Marine




So a khorne berzerker costs 16 where a death company marine costs 17? Excuse me, but I can't see why. Powerlevel is even more ridiculous. You have to take a lot of powerweapons and pistols to even out 5 to 9. Someone want to mathhammer this encounter?
   
Made in us
Fresh-Faced New User




 Ronin_eX wrote:
 Luciferian wrote:
Also grain of salt with this, from tg:

>Dark Angels plasma weapons get to re-roll overheat results.
>Deathwing can re-roll 1s against CSM models in combat.
>Maces are AP-3 in combat.
>Still get +1 Toughness if they stay in base contact.

So if true, no changes hah.


I want this to be true so bad, but I am piling sodium on right now.

3W, T5 DWK's? With AP-3 D2 mauls that can cause spillover damage? That sounds like a dream come true.

The CSM thing is just Hatred.

And getting to re-roll plasma without character oversight would be nice.

But yeah, until I see the pages...


I'd just settle for a points list for now, so I could get a grip on building my army for 8th.
   
Made in us
Contagious Dreadnought of Nurgle






 Ronin_eX wrote:

I want this to be true so bad, but I am piling sodium on right now.

3W, T5 DWK's? With AP-3 D2 mauls that can cause spillover damage? That sounds like a dream come true.

The CSM thing is just Hatred.

And getting to re-roll plasma without character oversight would be nice.

But yeah, until I see the pages...


Yeah it would be pretty exceptional - I have a LOT of twin linked plasma guns and if I could reroll overcharge it would be amazing.

Hard to say though.

 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Woof. I'm really disappointed to see Orks moving so damn slowly this edition. One can only assume that their points go lowered to make up for the additional model losses you'll take slogging across the board? If not, I'm not losing hope yet as I assume we'll get something to equalize that?

I dunno, I prefer Battle Wagons anyway...
   
Made in us
Been Around the Block






In looking at the Rulebook leak section on shooting, am I right in assuming that a unit on one side of a Citadel Wood with models that could see to shoot an enemy unit on the far side of that Citadel Wood, could fire at them with no penalty?

Same would apply to say a unit of Tau standing behind another unit of Tau (if you spread the front unit apart so that individual models could see through the unit in front)?
   
Made in us
Dakka Veteran




 flakpanzer wrote:
In looking at the Rulebook leak section on shooting, am I right in assuming that a unit on one side of a Citadel Wood with models that could see to shoot an enemy unit on the far side of that Citadel Wood, could fire at them with no penalty?

Same would apply to say a unit of Tau standing behind another unit of Tau (if you spread the front unit apart so that individual models could see through the unit in front)?


In the basic rules, that's correct. One assumes the advanced rules will make it a bit more complicated.
   
 
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