Signals from the Frontline: 6th Ed Leaked Rules Army FAQs

In this episode of Signals from the Frontline, Frankie and Reece discuss some of the changes to individual armies as they pertain to the rumored 6th ed rule-set, and what they mean for the game.

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Reece Robbins President
Co-founder of Frontline Gaming, and creator of the ITC, Reece Robbins has been a pillar of the tabletop community for over two decades. From developing Blood Throne to launching industry-leading hobby products and major events like the LVO, his career is defined by innovation and a lifelong passion for gaming since the 80s. Today, he remains a very active community organizer and business leader dedicated to the growth of the hobby.

12 thoughts on “Signals from the Frontline: 6th Ed Leaked Rules Army FAQs”

  1. Just a quick question… are there any psykers higher then lvl 3 .. at all? I presume mephiston and tigerius are lvl3

    also really importantly for chaplain users, what does liturgies of blood do, cause it aint prefered enemy:). can I hear 2+to hit with re rolls for charging dc with a libby and lemartes?

  2. also, wow did furioso’s get better! if you can’t destroy particular weapons you also can’t get rid of a blood talon!
    also ws6 means doubling out things like guard.. I think a charging blood talon furioso will kill on average.. 25 guard? 2’s to hit 2+to wound with a reroll… heck being able to pick out a powerfist in a unit … is that possible with a dready?

    also do wraith lords get a 5+ invul if they use the sword they can get?

    1. I do not think Dreads can pick things out in combat, only Squad Leaders and Characters.

      And yeah, everything got deadlier. We just played a game using these rules, and everything is brutal. You wipe out squads pretty dang fast.

      The Wraithlord has a Wriathsword, which as far as I can tell, is not a power weapon, so no, I don’t think it gets the 5++.

  3. Thousand Sons become *substantially* better in these rules. AP3 weapons ignore rigid saves (i.e. old Feel No Pain). They benefit a lot from the nerfing of cover saves against MEQ. Psykers are generally more useful, so the Aspiring Sorcerer can do more for you. The lack of Charge sucks, but they overall end up far faster than they are now. They maintain their invulnerable save.

    And with Ahriman being so good you can make a Tzeentch-themed competitive list more easily than ever before.

  4. You guys got one thing wrong about the Hormagaunts. You can’t use Bounding Leap and Fleet in the same movement, as it says in the Tyranid FAQ.

    So, they can move a maximum of 16 inches if they are not assaulting (6, +2 for fleet x 2 for full movement), or they can use their bounding leap movement to assault 21 (7 for being beasts x 3 for the charge). So, they’re slightly slower than gargoyles and shrikes, but their assault move is crazy.

  5. You mentioned that Vect’s Raider didn’t change. It did it now has Aerial Assault !!!! Also the Dukes ability for Deep strike now says that they all get the deepstrike wargear for free, but the wargear says you cannot disembark that turn.

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