6th ed Rumors and Confirmations (Updated)

These come to us from TheDirtyHippy over at the Game Empire Forums and Kroothawk’s summary from DakkaDakka

I compiled the rumors I’ve been reading so you guys can take a look. I’m mostly excited, but a little anxious about the increased level of randomness.

-New Stuff in Magenta

-Confirmations in Red

-Unconfirmed Rumors in Blue

Everything below is CONFIRMED until you see the Unconfirmed Rumors section or otherwise noted.

Release

Dates

• June 23rd for unveiling, preorders and White Dwarf coverage

• June 30th or July 7th for rulebook

• September for boxed sets

Boxed Sets

• Rather than have two armies in one box, there will be two separate starter boxes.

• Starter boxes will be Dark Angels and Chaos.

• Extra space will be taken up by a significantly larger amount of figures for that specific army as well as army specific scenery.

Measuring

• You can pre-measure everything.

Battlefield

Random Effects

• Terrain Features can be classified as Mysterious.

• Roll on a chart when a unit enters Mysterious Terrain to determine effects.

• It appears that forests are always Mysterious.

Missions

• 6 Missions

• 3 deployment types: Pitched Battle, Table Quarters and Short table edges.

• 4 objectives are deployed. These objectives are worth between 1 and 4 VPs, determined after the game begins.

• Some missions allow different Force Org slots to score. One mission may allow Heavy Support to score, while another may allow Fast Attack.

Force Org Chart

2000 points

• At 2000 points, you get two Force Org charts and unlock the Terrain slot.

Terrain Slot

• There is now a slot for purchasable terrain

• All existing terrain kits are included

• Fortress of Redemption = 220 points

• Aegis Defense Line = 50 points

• Quad Gun Upgrade = 35 points

Warlords

• You must choose an HQ to be your Warlord.

• This must be one with the highest Leadership among your HQ choices.

• He rolls on one of 3 charts before the game to gain a benefit.

Charts:

Command:

1 – friendly units in 12″ get to use Warlord’s LD

2 – enemy units in 12″ use the lowest LD in their squad

3 – all friendly units in 12″ get move through cover

4 – all friendly units in 12″ may reroll running

5 – all friendly units in 12″ re-roll 1’s to hit when shooting at an enemy within 3″ of an objective

6 – all friendly units in 12″ add 1 to charge distance

Personal:

1 – warlord and his unit get counter attack if in own deployment zone

2 – warlord and his unit get furious charge if in enemy deployment zone

3 – warlord and any unit he joins in deployment get outflank

4 – get 1 VP for each character killed by your warlord

5 – your warlord and his unit get FnP if within 3″ of an objective

6 – your warlord is a scoring unit

Strategic:

1 – all your units get move though cover and stealth while in ruins

2 – you may choose to have night fighting on the first turn

3 – your outflanking units get acute senses

4 – while he is alive you may reroll reserve rolls

5 – while he is alive your opponent gets -1 on reserve rolls

6 – after both sides have deployed but before scouts you may redeploy 1 unit 3D6 inches, or 3 units D6 inches, may not leave deployment zone

Allies

• Allies are in. (possibly only for multiplayer games)

• You can bring units from other Codexes, provided it’s an approved combination.

• To take an allied force, you take a second Force Org chart for your allies. This means 2000 points minimum.

• Requirements are 1 HQ and 1 Troop choice.

• Depending on the level of trust between your allies, you may be able to take additional units.

• Then you may take up to 1 Fast, 1 Elite and 1 Heavy Support slot for your allied forces. (Perhaps an additional Troop)

• Independent Characters cannot join units from allied forces. This may only be ones that aren’t trusted.

• Here is trust matrix from earlier this year:

Rules for Allies

Brothers in Arms:

Join each others unit with Independent Characters and cast physic powers as if they were friendly.

Grudging Allies:

Cannot join each others’ units nor treat as friendly for psychic powers.

Unholy Alliance:

Roll at the begging of each turn if they are within 6″, if they roll a 1 they can’t do anything.

Psychic Powers

Lores

• 5 Lore Equivalents ala Fantasy.

• Each lore has 6powers

• Roll randomly to determine powers when deploying

• There will be default powers that you can always choose to take

• You can take your Codex powers OR roll on the charts. It’s your choice.

Psychic Saves

• All units receive a 6+ Invulnerable Save vs Psychic Powers.

• This is called “Deny the Witch”

• Psychic Hoods change this to a 4+ for all units within 6″.

• I speculate Orks will gain a 5+ save because of their latent psychic nature.

Warp Charge

• Psychic Powers now have 2 levels, called Warp Charge 1 and 2.

• Each Psyker generates Warp Charge equal to his Mastery Level.

• Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 “Warp Charge 1” powers or 1 “Warp Charge 2”, etc.

Perils of the Warp

• Perils is now 1 wound with no armour, invulnerable or cover saves.

Movement

• Essentially the same (though extra movement happens in the shooting phase more often)

• Beasts/Calvary move 12″

• Vehicles all move up to 12″

Shooting

Cover Saves

• Standard Cover Save returns to 5+

• Ruins are still 4+ (Yay Game Empire and all the ruins!)

• Obscurement is now only 25% covered, but is only a 5+ save.

• Shooting through other units is a 5+ save.

Rapid fire

• Move and fire once at full range

• Move and fire twice at half weapon range

• Stationary fire twice at full range

• Stationary fire three times at 12”

• Relentless = +1 shot

Snap Fire

• Most weapons can fire on the move, but at BS 1.

• This applies to Heavy Weapons, but not blast/template.

• In the new White Dwarf, it is mentioned that a Land Raider Redeemer can fire a flamestorm cannon regularly, one with power of the machine spirit, and the assault cannon and pintle-mounted weapon at BS 1.

• It is also mentioned that a Dreadnaught can Snap Fire weapons when Shaken.

Weapon Type: Salvo

• Weapon can fire at max range and max shots when stationary

• Weapon can fire at half range and half shots when moving (just like Psycannons)

Wound Allocation

• Assign wounds to models closest to the enemy.

• Each MODEL is rolled for individually.

• You can only kill models that you can see.

• When shooting at a unit partially in cover, you can choose to fire only at the models outside of cover.

Interceptor

• Weapons with this special rule may make out of turn shooting attacks at enemy units arriving from reserve. (This is from Planet Strike)

• So far, this has only been seen on the Quad Gun, an upgrade to Bastion/Aegis Defense Line terrain.

Snipers

• Sniper weapons that roll a ‘6’ to hit may choose which model in the enemy unit is wounded.

Hull Points

• Vehicles now have “wounds” called hull points.

• Any damage result (other than Explodes!) will take 1 hull point away.

• If a vehicle has 3 hull points it will become “Wrecked” after 3 damage results.

• Glancing hits no longer roll on the damage chart, they simply remove a hull point

• Rhinos have 3 hull points, ghost arks, land raiders and defilers have 4.

• Ork Trukks & Looted Wagons have 3 hull points, Battlewagons have 4 and Buggies have 2.

• Storm Ravens and other flyers have 2.

• Dark Eldar – Raiders and Ravagers have 3, Venoms have 2

Vehicle Damage Chart

1-2: Shaken

3: Stunned

4: Weapon Destroyed

5: Immobilized

6: Explode!

AP – to 3 = No modifiers

AP 2 = +1

AP 1 = +2

Open-Topped = +1

Grenades

• Grenades have shooting profiles and can be thrown by squad leaders and Independent Characters!

• One grenade may be thrown per squad.

• Range 8″

–Frag = Str 3 AP – Blast

–Plasma = Str 4 AP 4 Blast

–Krak = Str 6 AP 4

–Haywire = Haywire

Directed Attacks

• All shooting attacks by Independent Characters can be directed at individual models in enemy units.

• Every Space Marine player just put a plasma pistol on their HQ!

Blast Weapons

• Blast Weapons now use full strength when resolving hits against Vehicles.

Close Combat

Random Charge Ranges

• Charge moves are 2D6”, added together

• Fleet and Jump Infantry may reroll a single D6 for the distance

• Fleet no longer lets you charge after running, but reroll run distance.

Assault through difficult terrain

• Roll an extra D6 and discard the highest

• Strike at Initiative 1, unless you have grenades

Overwatch

• Units may Fire on Overwatch when charged

• They may shoot at attackers at BS 1 prior to being assaulted

• Heavy weapons can fire as well

• Templates get D3 hits, but blast weapons cannot fire.

• This does not cause morale checks.

• Units may only make one Overwatch attack per turn (and probably only at the first unit that charges them).

• Units may overwatch fire even if the opponent’s charge move does not reach them.

• Overwatch is resolved before moving (cover saves allowed), so it can remove models in charge range, denying the charge.

Hammer of Wrath

• Autohit(!) I10 at base strength when they charge into combat

• Bikes, Jump Infantry, Monsterous Creatures and Dreadnaughts gain this ability

Disoriented Charge

• Units that charge more than one unit lose the bonus attack for charging.

• They are also subject to multiple Overwatch attacks

Casualty Removal

• From the front rank, just like shooting.

Pile In

• Pile In is now 3″ and is performed at the model’s initiative step.

Challenges

• Just like in Fantasy, Independent Characters can challenge other Independent Characters.

• Characters can decline the challenge, but in doing so, cannot attack.

• If accepted only the two ICs can fight each other.

• Wounds inflicted count toward combat resolution as normal (possible overkill, like in Fantasy).

Directed Attacks

• All close combat by Independent Characters can be directed at individual models in enemy units.

• This may be only on a 6 to hit.

Close Combat Weapons have AP

• Close Combat Weapon = AP 6

• Chainswords = AP 5

Power Weapons = AP 3 or AP 2

• Power Swords = AP 3

• Lightning Claws = AP 3

• Power Axe = +1 Str, AP 2, Initiative 1

• Frost Weapon = AP 3, Str +1

• Power Fists = AP 2

• Chain Fists = AP 1

No Retreat

• Seems to have been removed!

Consolidation

• No Changes

Other stuff

Flyers

• Always held in reserve

• Enemy units firing at Flyers are BS1 unless they are other Flyers or have the Skyfire rule (like Hydras).

• Can move up to 36″ and fire 4 weapons

• Must move at least 18″, if an effect would cause them to move slower, then they are Wrecked.

• Flyers that are Wrecked scatter a large blast template 2D6″ and units effected suffer S6 AP – hits

• Units embarked upon a Flyer that is Wrecked suffer Strength 10 hits with no armour saves allowed

• Flyers may only pivot 90 degrees before moving and may make no further turns. If this takes them off of the table, they automatically return the following turn.

• Flyers cannot be assaulted

• Flyers cannot Ram or Tank Shock and are immune to both as well

• Some flyers (Storm Ravens) have a Hover Mode where they can choose to be Fast Skimmers.

Look Out Sir!

• Just like in Fantasy, if your squad leader would take a wound, you can have a baseline trooper within 6″ take the wound instead on a 4+.

• This roll is improved to a 2+ for Independent Characters.

Feel No Pain

• FNP drops to 5+ Save.

• Only ignored by Instant Death, the restriction on AP is removed.

Monsterous Creatures

• May choose to make half the normal number of attacks in exchange for double strength

• Lose the ability to have 2D6 for armour pen

• Flying Monsters can move 24″ instead of moving normally (cannot assault after, but can shoot). Any unit moved over takes D3 + 1 hits at base strength.

• Shooting at monsters that fly is exactly the same as shooting at Flyers.

• Close Combat attacks are AP 2

Jink Saves

• All Fast Skimers and Jetbikes gain a 5+ Cover Save if they move

• This save is increased to 4+ when moving Flat Out

Fear

• All Daemons cause Fear.

• When fighting Daemons, roll Ld. If you fail, you’re WS 1.

• Fearless and They Shall Know No Fear are immune.

Reserves

• Reserves on turn 2 arrive on a 3+.

• Unsure if the roll improves as the game progresses.

Rage

• Units with Rage gain +2 attacks on the charge

• You can move them where you like now

• Death Company

Deep Strike Mishap table:

1 – You’re Dead

2-3 Misplaced

4-6 Delayed

Vehicles

• Vehicles are WS0 if stationary

• WS1 if they move, no matter how far they go.

• Defensive and Primary weapons remain unchanged, but weapons that you would previously not be able to fire may Snap Fire instead.

• Fast vehicles can move 6″ and fire all weapons and fire 2 primary weapons (the rest Snap Fire) at 12″. They can also make an addition move instead of shooting.

• Normal Vehicles can move 6″

• Fast Skimmers can move an additional 18″ (30″ total)

Disembarking

• Units can only disembark after a 6″ move

• Unit can move afterward

Assault Jump

• Eldar Jetbikes and Battlesuits jump 2D6″ in the assault phase.

Turbo Boost

• Move is made in the shooting phase (instead of shooting)

• Bikes 12″

• Jetbikes 24″

• Eldar Jetbikes 36″

Witchblades

• Str 3 +2D6 for armour pen

Preferred Enemy

• Preferred Enemy is works in the shooting phase too!

• You may also reroll to-hit and to-wound rolls of a 1

Night Fighting

• Max range = 36″

• Over 24″ away = Shrouded (2+ Cover)

• Over 12″ away = Stealth

• Night Vision ignores this completely (Night Vision and Acute Senses are separate now)

• All missions have Night Fight on a 4+. Roll at the beginning of each turn, if 4+ it stays.

Furious Charge

• Only +1 Strength, not +1 Initiative

Voluntary Morale Fail

• If your unit cannot harm their close combat opponent (Wraithlord) with any weapons, you may choose to automatically fail the morale check (unless you’re fearless)

Calvary & Beasts

• Move 12″ in the Movement Phase

• Fleet

• Calvary treat terrain as Dangerous, but aren’t slowed by it.

• Beasts ignore terrain completely!

Other Unconfirmed Rumors

Master Crafted

• Master crafted ccw give you a 5+ invul save

• I’ve heard this is all power swords as well

Kill Points

• 1 Kill Point per 50 points of unit cost (ex. landraider = 5 pts & 10 marines = 3 pts)

Objectives

• Vehicles cannot contest

• Troops stay only scoring units

• A unit can’t claim a object while inside a vehicle.

CONFIRMED INCORRECT RUMORS

Deep Strike

• Units do not scatter if they arrive more than 18” away from enemy

• Deep Strike is much more risky when close to enemy, scatter 3D6″ if you attempt to land within 6″

• Charge after deep strike

• Possible Snap Fire benefit for shooting deep striking attackers

Turn Sequence (possibly)

• Move

• Assault

• Shooting

Instant Death

• Multiple levels of instant death. Strength 8 vs a space marine captain toughness 4 = you only do 2 wounds! Strength 9 or more would do 3

Force organization chart is possibly gone.

• Percentages as in earlier editions of 40K / Fantasy are back.

• Troops will be unlimited.

• You can spend up to XX% of your points in each category. The maximum values for each category are unknown.

Consolidation

• You can consolidate into enemy units and become locked in combat.

Initiative

• Combat is resolved in Initiative order, cover is not a factor

Charging through terrain

• Effects of cover may be Dangerous Terrain checks

This come from MadCowCrazy

Battlefield Objectives: The 12 six-sided Munitorum Battlefield Objectives are not dice, but rather a means of representing the location and significance of the myriad Primary and Secondary Mission Objectives used in the Eternal War scenarios. In addition, they can be used to denote the nature of a Mysterious Objective once revealed.

Vehicle Markers: The Munitorum Vehicle Markers are a quick and effective means of determining what damage a vehicle suffers when an attack has penetrated its armour, and serve as a visual reminder of any ongoing vehicle status effects. The set includes four AP 3 damage dice, two AP 2 Damage Dice, 2 AP 1 Damage Dice, two Hull Point counters and two Vehicle Status markers.

Psyhic Power Cards

Biomancy

Smite Range 12″ – is a Witchfire

Iron Arm -something about Toughness

Enfeeble within 24″ – suffers a -1, treats all terrain

Endurance within 24″ – gains the Fe (Feel no Pain?), special rule

Life Leech Range 12″ – If Life Leech, immediately, to his starting

Warp Speed – Attacks (Roll

6. Haemorrhage – Haemorrhage is a focussed witchfire power with a range of 12″. The target must pass a Toughness test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select another model (friend or foe) within 2″ of him. That model must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.

Divination

Prescience – within 12, can reroll

Foreboding – this power is, Counter-attack, full Ballistic, this does not, Overwatch

Forewarning – within 12″, a 4+ invulnerable

Endurance from Biomancy listed….

Perfect Timing – have the Ig

Precognition – Hit and To Wound

6. Scrier’s Gaze – Scrier’s Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can roll three dice and chose the result you want when rolling for Reserves, Outflank and mysterious terrain.

Pyromancy

Flame Breath – Template

Fiery Form – +2 strength, Blaze special

Fire Shield – within 24″

Inferno – Range 24″

4. Spontaneous Combustion

Sunburst – Range 6

6. Molten Beam – is a beam with the following profile Range 12″ S8 AP1 Assault 1, Melta

Telekinesis

Assail – Range 18″

Crush – is a f, Roll 2D6, equal to the, automatically, automatic, of a separate

Gaze of Infinity – 24″, Deep Strike

3. Objuration – a single enemy, rolls a 6, squadron)., with the H, for each).

Shockwave – Range 12″

Telekine Dome – within 12″, invulnerable, power is in effect, AP equal

6. Vortex of Doom – is a witchfire power with the following profile: Range 12″ S10 AP1 Heavy 1, Blast* If, when using this power, the Psyker fails his Psyhick test, centre the Vortex of Doom blast marker on the Psyker – in this case, the template does not scatter.

Telepathy

Psyhic Shriek – Roll 3D6, unit suffers, Armour and, caused by

Dominte – within 24″, must pass a, shoot, Run, action is fo

Mental Fort(ification) – unit within, regroups

Puppet Master – of 24″, as if it was, the Psyker, players control

Terrify – is a malediction, unit within, the Fearless, having the, Furthermore

Invisibility – within 24″, Stealth special, gain no benefit, don’t see it, Skill 1

6. Hallucination – is a malediction that targets a single enemy unit within 24″. Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).

D6 Result

1-2 Bugs! I Hate Bugs! Something unspeakable has gotten under the victims armour and has begun to crawl around. The unit is automatically Pinned, unless it would normally automatically pass Pinning tests or is locked in close combat, in which case there is no effect.

3-4 Ermmm? All sense of urgency is lost, and the befuddled warrior just stare listlessly into space. The unit cannot shoot, Run, declare charges or strike blows in close combat whilst the power is in effect.

5-6 You! You’re a Traitor! Paranoia set in and the panicked warriors lash out at thei comrades. Every model in the unit immediately inflicts a single hit on his own unit, resolved at that model’s own Strengths, but using the Strength bonuses, AP values and special rules of their most powerful close combat weapons (if they have any).

Dark Eldar Beastmaster and Beasts in finecast advance order from 14th July

Ork Special characters in finecast, adv order from 14th July

GK Brother Captain, Inquisitor with Power Sword and Bolt Pistol, Inquisitor with Inferno Pistol and Power Sword, adv order from 14th July

Eternal War Mission table:

Mission 4: The Scouring

Place 6 Primary Objective markers face down on the table. These objective would be worth between 1 and 4 Victory Points for the side that controlled them, but, the value would not be revealed till after deployment.

In addition there were three Secondary Objectives – Slay the Warlord, Linebreaker and First Blood – each worth a single Victory Point. In this scenario, Fast Attack units also counted as scoring units, but are worth 1 Victory Point if destroyed.

Psyhic Power: Telekine Dome (not Domination that I thought)

Command Trait: Inspiring Presence – units within 12″ can use Warlords Leadership

Personal Trait: Immovable Object – Warlord can capture objectives

FNP: Ignore any wounds on a 5+ that don’t inflict Instant Death (so power weapons etc make no difference).

MC Vector Strike: D3+1 hits at the model’s Strength on a unit moved over.

Interceptor rule: Allowed to shoot at a unit as it arrives from reserves

Skyfire rule: Can shoot at fliers at normal BS, rather than BS1

Deployment Zone: Hammer and Anvil – Fight along the length of the table, deploy on the short table edges.

Mysterious Terrain: Psychneuein Hive – Every Psyker on the board immediately suffers D3 S3 AP2 hits

Reserves: Flyers always arrive from reserve, 3+ to enter on Turn 2

Deep Strike Misshap Table: Opponent Places unit and back into reserve are still in (unit dies gone?)

Charging Multiple units: You lose the bonus Attack for charging and all units can Overwatch shoot you.

Flying Transports: If shot down all embarked models suffer a S10 hit with no saves allowed (not even invulnerable?)

Passengers can’t disembark whilst it’s zooming, during hover mode they can disembark but the flier can now be hit at normal BS.

Fleet: Re-roll charge distance

Bastions: Armour 14 all around, and an emplaced heavy bolter on each facing – automated weapons that target the nearest enemy unit. A Bastion can be used as neutral battlefield terrain or selected as a Fortification as part of the FOC, enabling you to deploy within a solid defensive stronghold. A Bastion can be upgraded with a comms relay or heavy weapons on its battlements.

Tank Traps: Impassible terrain to all non-Skimmer vehicles. Bike can attempt to manoeuvre past them, but must pass a difficult terrain test in order to do so. Against all other units, however, tank traps are treated as open ground, though and models hidden behind a set of tank traps can still claim a 4+ cover save from its solid, robust frame.

Aegis Defence Lines: Offer a 4+ cover save, but any unit that decides to Go to Ground behind a defence line gains +2 to its cover save, rather than +1. An Aegis defence line may also be selected as a Fortification choice.

Mysterious Forests: Models within a forest’s boundary benefit from a 5+ cover save. However, forests are also mysterious terrain, so as soon as a unit enters a forest, you must roll on the Mysterious Forest table to discover what fate awaits your hapless models. Mysterious forests can range from brainleaf fronds, the sentient tendrils of which can dominate living beings and cause them to lash out at their comrades, to carnivorous jungle, which inflicts D3 S5 hits on any unit seeking shelter beneath its boughs.

Ruins: All ruins are treated as difficult terrain, but offer a 4+ cover save to those concealed within their shattered structute.

Wild Undergrowth: Difficult terrain and 5+ cover

Imperial Statuary: IG, SoB and all SM chapters are Fearless within 2″ of an Imperial statuary (if you are wondering what the hell a statuary is it’s a statue, model in example is the SM dude holding a sword statue GW came out with last year, or was it the year before that. Guess they didn’t sell so they had to include them in the rulebook….).

Fuel Reserves: 5+ cover, every time a model successfully passes a cover save, roll a D6. On the roll of a 1, the barrel was filled with fuel and explodes, inflicting a S3 hit on any models nearby.

Fortress of Redemption: Comprising two bunker annexes, one main tower and housing an assortment of powerful weapons to defend against assault by land or by air, a Fortress of Redemption is all but unassailable. For 220 points, this awesome defensive stronghold can even be selected as a Fortification!.

Impact Craters: Area Terrain and grant 5+ cover

Automatically Appended Next Post:

Assault on Fellstorm Airfield

Scenario: The Relic

Recover a valuable relic from no-man’s-land that will help them to gin the upper hand in the ongoing conflict. The relic begins the game in the centre of the battlefield, but any scoring unit (in this mission units from the Troops section of the Force Organisation Chart) (I guess this means the Immovable Object Scoring Warlord power can’t be used?) can pick it up and attempt to move it to safety. The unit carrying the relic cannot move more than 6″ in a single phase and will drop the relic if killed.

Deployment Vanguard Strike: Diagonal deployment zone trunning through the centre of the board. (Top right vs bottom left side with the relic in the middle pretty much. Same as Apocalypse if you’ve ever played that.)

Flat Out and Run: D6 extra movement

Stunned Dreadnoughts can still Snap Shot, Snap Shots need 6s To Hit.

Krak grenade used in the shooting phase to destroy an Ork Trukk.

Still Move, Shoot and Assault as the above unit assaulted the boys that disembarked from the Trukk.

Flamers do D3 hits during Overwatch (Have fun charging 15 Burna Boys)

Fliers can chose to Evade when shot at giving them a 5+ cover save, but can only Snap Fire during their next shooting phase. Can leave the board and return from reserves.

“Da Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his engines and zoomed off the board, but would return as part of Ongoing Reserves in the following Movement Phase. (This happens during turn 3-4, does that mean reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)

Fliers can shoot Fliers with no penalties to hit. Explains the 60” ranged Stormtalon missiles.

Fliers: When destroyed scatter and damage units on ground.

“But Steve did have the last laugh when the wreckage of his Stormtalon spiralled earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz in the ensuing explosion.

Units with a sergeant type model can perform Look Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save Nob…well, the nob grabbing an Ork boy to use as a bullet shield is the more likely scenario…).

Automatically Appended Next Post:

More Finecast

Tau: Commander Shadowsun

Krootox

Available for pre-order July14th

Divination

1. Foreboding – is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch on their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.

Interesting note on the Hour of the Witch page.

“Only the armies (and units within those armies) specifically mentioned here can access the new psychic powers. Some armies (namely the Dark Eldar, Necrons and Tau) don’t have psykers at all, whilst other races harness the Warp in such an unusual way (Orks and Chaos Daemons in particular) that they always use their own unique rules.

Why wasn’t Sisters of Battle mentioned in the above exclusion together with DE, Nec and Tau? Knowing GW it’s most likely a miss as when it comes to the SoB they can’t even spell their rules correctly or show the correct model with the correct weapon…

If this is not a miss then I guess it’s proof that we will have Inquisitors in the SoB codex as I can’t think of any other Psyker the SoB would even tolerate.

Hour of the Witch

Witchfire: most psykers can’t use more than one witchfire each turn

Codex: Blood Angels

A BA Lib (inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Blood Angels. If he does so, generate two new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed.

Codex: Chaos Space Marines

Any model with psychic powers may use the psychic disciplines found in the 40K rulebook, instead of those in Codex: CSM. If he does so, for each psychic power he has purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three.

Codex: Dark Angels

A DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k rulebook. Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.

Codex: Eldar

Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.

Codex: GK

A GK Lib (no mentions of anyone else), generate a number of powers equal to mastery level from Div, Pyro or Telekinesis. If he does so he may not purchase additional powers. Hammerhand cannot be exchanged in this manner.

An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.

Coteaz can generate 2 powers from Div, Pyro or Telekinesis.

Codex: IG

Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.

Codex: SM

SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.

Codex: SW

Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis

Codex: Tyranids

Any model with psychic powers, for each psychic power it has, including those purchased, generate a new power from either Bio, Telekinses or Telepathy. (I’m glad they dont have Pyromancy as 3 Zoanthropes casting Molten Beam would be real nasty).

Article states: “Accordingly, players should feel free to use the guidance in this article to grant their psykers access to the new powers.”

Sounds good and all but since they dont list all the powers and what they do the article is pretty useless. Or….do they mean you have to have this WD in order to be able to use the generic powers? Wont the list and rules be in the BRB?

Wound Allocation: Closest model is Shooting only?

Rest of the WD is ads pretty much.

Last page is a picture of some CSM and Daemons.

In next month’s issue: BATTLE-BROTHERS AND INFERNAL ALLIES – We take a closer look at Allied Detachments.

WD 392 on sale Sat 28th of July.

If you have a question and it hasn’t been answered by anything I’ve written so far then there is simply no answer in the WD. I’ve gone trough the WD page by page, article by article to fish out as much info as I could. If you dont have your answer you will have to wait for the BRB.

Core System

– Change to Pre-Measure like WHFB 8th Edition.

– Force Organization Chart is still in use, no use of Percentage

– Adding new FoC Slot called “Fortification” [0-1] / see below

– Phases remains the same, Movement, Shooting, and then Assault

– No Psychic Phase

– No Initiative Phase

Movement Phase

– Movement is pretty much the same. Infantry can move 6″, Jump Infantry 12″ and so on.

Shooting Phase

– Rapid Fire weapons can now fire at target 24″ away irregardless of moving or not. (or choose to fire twice at target 12″ away)

– Pistol is pretty much the same.

– New Weapon type “Salvo” – firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.

– Heavy Weapon can now be fired on the move, but will be subjected to ‘snap fire’ rule.

– “Snap Fire” allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)

– Blast Weapons cannot “snap fire”

– You can only killed as much models in target unit as you can actually see (and within max range).

– Casualties are now removed from closest to furthest.

– Wound Allocation is completely changed.

– When shooting at unit partially in cover, player can choose to “Focus Fire” to kill only models in the open (or in a less covered position).

– You can now throw (most) grenades in the Shooting Phase at the range of 8″, limited to 1 grenade per unit per Phase.

Assault Phase

– Charge Distance is now 2D6″ adding together.

– Unit can elect to “Overwatch” if being assaulted. Simply a “Stand and Shoot 40K version” – resolved at BS1, Template does D3 hit instead.

– Overwatch can be done only once per turn.

– Unit declaring multiple assaults will suffer from “Disoriented Charge” (not get +1A)

– Unit assaulting multiple enemy unit is subjected to multiple Overwatch.

– Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.

– Pile-in reduced to 3″ and is done at the model’s Initiative Step (ie. before the model could strike)

– Casualties are removed from the front rank, like the case of Shooting Phase

– Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).

– Challenges are in for IC.

– Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don’t grant more bonus than in 5th Edition.

– Power SWORD and Lightning Claws are “S: as user” AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)

– Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has “Concussive” (the exact (or almost) same rules as in 5th Edition)

Vehicles

– Vehicles are now limited to move at the maximum of 12″ in the Movement Phase (though it can move further in the Shooting Phase if desired)

– Vehicles can opt to move “Flat Out” in the Shooting Phase, adding an extra 6″.

– Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)

– Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12″ Normal + 18″ Flat Out])

– Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.

– Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren’t used in Assault.

– Flyers are now in, with its own rules.

– Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.

– When moving fast (called “Zooming”) Flyers cannot move less than 12″ and cannot disembark any models.

Vehicle and Damage

– New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.

– AP 2 weapons add +1 to the chart, while AP1 adds +2.

– AP”-” is no longer -1 on the table.

– Open-Topped is +1 as well.

– No more “Half Strength if the center hole is off”, you always use full strength for any blast that hits the vehicle.

– Hull Points – a new style “wound” for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.

– Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down – this seems to be true.

Vehicle and Passenger

– Passenger can only disembark if vehicle move 0-6″.

– Disembarking rules changes, you now place models in base contact with the access point and move up to 6″ – this is the furthest distance the unit may move.

– Embarking is pretty much the same.

– Unit count as moving if the vehicle moved 0.1-6″, and can only “Snap Fire” if the vehicle move 6.01 – 12″

– Open-topped transport rules are the same (access points and fire points)

– Exploding Flyer that has “zoomed” will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.

Psychic Power

– NO PSYCHIC PHASE (or whatever people are assuming they are)

– Perils of the Warp causes one wound, no saves of any kind allowed.

– Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).

– “Deny the Witch” – every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.

– Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6″ of the wearer.

– There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.

– Casting Psychic Power remains the same as in 5th.

– Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 “Warp Charge 1” power or 1 “Warp Charge 2”. Higher Mastery allows for more.

– Each Psyker generate Warp Charge equal to his Mastery Level.

Characters

– Look Out, Sir! is in. Grants character 50% chance to evade the attack if he’s within 6″ of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6″ instead.

– Look Out Sir! is improved to 2+ for Independent Character.

– Character can issue / accept challenges.

– One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there’s 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12″ can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3″ of Objective.

Tidbits

– Fortification – a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)

– Allies – a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions

– There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.

– Selecting deployment zone remains the same, roll-off to see who deploys first and go first.

– Seize Initiative is still the same.

– 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first “kill point”, Slay the Warlord (for killing the enemy Warlord – aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)

– Deep Strike Mishap is softened now: 1 – You’re Dead, 2-3 Misplaced, and 4-6 Delayed.

– Feel No Pain dropped to 5+

– There’s still only 1 Level of Instant Death, no Instant Death(x)

– Fleet allows for re-rolls on Run and possibly Assault distances.

– “Hammer of Wrath” allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.

– Monstrous Creature can make “Smash” attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.

– Flying Monstrous Creature can make two mode of movement. One being 24″ move, performing D3+1 “Vector Strike” on a single unit within the path and then shoot up to two weapons or run 2D6″ in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can’t remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.

– Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.

– Rage is now +2 Attack on assault.

– Many new generalization of rules…such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)….this also expands to weapons as well (unwieldy, concussive, etc.)

Smoke launchers and ‘obscured’ status (disruption pods, KFF) cover save drops to 5+. % obscuration only needs 25% to get cover. Ruins still 4+, guessing that extends to a vehicle hiding behind a ruin as well. Everything else prettymuch 5+.

Can units that have successfully completed an assault consolidate into a new combat?

Does assaulting into difficult terrain still reduce initiative to 1?

Rixitotal 1 point 5 minutes ago

no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.

Can you list the allies for Necrons, please?

[–]Rixitotal[S] 2 points 43 minutes ago

no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies.

[–]MandorOfSawall 2 points 23 minutes ago

Seems like this ally matrix from the GW 2v2 tournament is correct. Can you confirm?

[–]Rixitotal[S] 1 point 50 seconds ago

that is exactly it as far as i can see. only the chart is alot prettier!

Assault Through Cover specifics! Please!

[–]Rixitotal[S] 1 point 1 minute ago

Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.

Is seize initiative still in?

[–]Rixitotal[S] 1 point 51 seconds ago

yup, and still roll of for first turn. boring.

Grenades!

1 model per unit can throw a granade instead of shooting normally. all are blast except krak and haywhire. frag are S3 AP -. plasma are S4 AP4. Krak S6 AP4.

Is this 5+ cover save for fast skimmers true or only for Dark Angels as we have also heard and how far do you need to move to get it, if at all.

[–]Rixitotal[S] 2 points 1 minute ago

all fast skimmers get jink 5+ cover save if they move at all, so do jetbikes.

Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).

How does the wound thing work?

Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?

[–]Rixitotal[S] 1 point 1 minute ago

no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.

Universal Special rules on page 42 of the BRB:

unviersal special rules. skyfire (AA), slow and purposeful, smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and strafing run.

soul blaze is basically a unit stays on fire and takes extra hits next turn. specalist weapon is you dont get a bonus for extra close combat weapons with it. like powerfirst now. oh acute senses now let you reroll outflank rolls

I guess someone in the thread asked the meaning of life.

Copying my earlier post into this one to keep the page current;

Smoke launchers and ‘obscured’ status (disruption pods, KFF) cover save drops to 5+. % obscuration only needs 25% to get cover. Ruins still 4+, guessing that extends to a vehicle hiding behind a ruin as well. Everything else prettymuch 5+.

Can units that have successfully completed an assault consolidate into a new combat?

Does assaulting into difficult terrain still reduce initiative to 1?

Rixitotal 1 point 5 minutes ago

no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.

Can you list the allies for Necrons, please?

[–]Rixitotal[S] 2 points 43 minutes ago

no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies.

[–]MandorOfSawall 2 points 23 minutes ago

Seems like this ally matrix from the GW 2v2 tournament is correct. Can you confirm?

[–]Rixitotal[S] 1 point 50 seconds ago

that is exactly it as far as i can see. only the chart is alot prettier!

Assault Through Cover specifics! Please!

[–]Rixitotal[S] 1 point 1 minute ago

Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.

Is seize initiative still in?

[–]Rixitotal[S] 1 point 51 seconds ago

yup, and still roll of for first turn. boring.

Grenades!

1 model per unit can throw a granade instead of shooting normally. all are blast except krak and haywhire. frag are S3 AP -. plasma are S4 AP4. Krak S6 AP4.

Is this 5+ cover save for fast skimmers true or only for Dark Angels as we have also heard and how far do you need to move to get it, if at all.

[–]Rixitotal[S] 2 points 1 minute ago

all fast skimmers get jink 5+ cover save if they move at all, so do jetbikes.

Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).

How does the wound thing work?

Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?

[–]Rixitotal[S] 1 point 1 minute ago

no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.

How does the USR rage work now? Any changes allowing you control would make death companies viable if not a bit beast.

[–]Rixitotal[S] 1 point 1 minute ago

rage is ONLY +2 attacks on the charge. Death company are amazing now.

Are there any changes to Force Organisation? If so, what?

[–]Rixitotal[S] 1 point 3 minutes ago

at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.

Has fearless changed when you lose a combat? So no more lots of wounds taken when you lose a combat just because you’re not scared of anyone?

[–]Rixitotal[S] 1 point 1 minute ago

hmmmm just says they pass moral tests… i can find anything anywhere that says they take extra wounds…. holy crap!

Calvary/ Beast movements and assaults info please

[–]Rixitotal[S] 1 point 42 seconds ago

move 12. are fleet. cav arnt slowed by terrain but counts as dangerous. beasts ignore terrain altogether!

On the Missions:

[–]Rixitotal[S] 5 points 54 minutes ago

-normal one D3 +2 objectives. – one where heavy support can claim objectives and you get extra points for killing heavy support.- same with fast attack. -a kill point one.- one where there is a relic you take and move with thats basically an objective.- and a capture and control-ish one.

Are the stormraven/vendetta flyers now?

[–]Rixitotal[S] 1 point 3 minutes ago

all things on flying bases are flyers as far as i can see. storm ravens are listen under the vanilla space marine section also!!!!!

How fast can a vehicle move before passengers are unable to shoot from it?

[–]Rixitotal[S] 1 point 2 minutes ago

flatout. I believe vehicles moving more than 6″, occupants may only snapfire, i thought i heard that somewhere else

Any changes to the reserve rules?

[–]Rixitotal[S] 1 point 2 minutes ago

not as such, but there are lots of things that let you reroll, warlord traits and com station as an upgrade for some fortifications.

Please, give us some BG. Status of the galaxy? TheEmperor? Is everything finally gone? And about rapid fire: is always 2 shots to 12 and 1 shot to 24? Or if stationary is maybe 2 shots to 24? Thanks a lot, really.

[–]Rixitotal[S] 1 point 1 minute ago

i havent read in depth the background, but there is alot and some stunning art work as well. rapid fire always 1 shot to max range, 2 shots to half so tau are getting 2 at 15. but cant assault.

If the wehicle has moved more than 6″ do you still shoot with snap fire (BS1) with assault weapons?

[–]Rixitotal[S] 1 point 33 seconds ago

you can snap fire with everything, and shoot1 at BS like now. so all if still, 1 if move 6 and none if move 12. so can shoot all snapshots at 12 move.

On Monstrous Creatures in CC:

smash is AP2 and half attacks to double strength and reroll Armour pen results.

Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?

[–]Rixitotal[S] 1 point 22 seconds ago

its the same, double S is insta death.

On Feel No Pain:

you get FnP against anything that dosnt cause instant death.

Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?

[–]Rixitotal[S] 1 point 4 minutes ago

no, just can move and shoot with heavy and shoot and assult with heavy and rapid fire weapons.

What do you need to hit a vehicle in CC depending on how far its moved.

[–]Rixitotal[S] 1 point 2 minutes ago

3+. but you cant attack zooming flyers in combat at all.

What are the rules for fortification slot? Is there a point limit? What are some options and their relative point cost to each other?

[–]Rixitotal[S] 1 point 4 minutes ago

all the fortifcation stuff already has a GW terrain model. the walls are 50pts. bastion 75, and the big darkangel fort, yes the massive one is over 200. 220 in the white dwarf

(discussing relentless)

you can double tap at max range with rapid fire weapons?

[–]Rixitotal[S] 1 point 50 seconds ago

no 1 shot at max range. 2 at half.

Do the allied detachment units take up slots in your normal force org chart?

For example, can you take 2 of your main army’s HQs plus an allied HQ for a total of 3? Or can you still only take a max of 2 HQs total, and if you have an allied HQ, you only get 1 of your main HQs?

[–]Rixitotal[S] 1 point 3 minutes ago

no its a new chart, with 1 compulsory HQ, 1 compulsory troop and 1 optional, and 1 optional for all of them.

Looks like it IS a bonus FOC. In smaller games, I guess an army could take a detachment of it’s own codex to access the bonus HQ/Troop/ETC slots….

on shooting down Flying MC’s:

Can you clarify what is necessary to be “shot down” when Vector Striking?

[–]Rixitotal[S] 1 point 5 minutes ago

1 or more hits from a units shooting, and then rolling a 1or2 on a D6.

Weathercock 3 points 7 minutes ago

Here are a few on behalf of Dakkadakka.com:

Are there any new vehicle types (in addition to flyers?)

How does a flyer’s ‘evade’ rule work?

And are there any new universal special rules that really jump out? Or big changes to old ones?

Is sweeping advance still around? Has it changed?

How do fortifications/fortification slots work? Are their costs worked into your normal points allowance, or are they extra?

Thanks.

[–]Rixitotal[S] 1 point 59 seconds ago

hello dakka dakka.

chariots. look like they work like the necron command barge. and heavy, works like the monlith.

you may choose to evade if you are zooming (as opposed to hovering) works like going to ground and gives you jink but can only shoot snap shots next turn.

acute senses is rerolling outflank. rage is only +2 attack on assult. and as far as i can see fearless dosnt take extra wounds, i looked in the combat section and coudnt find anything about it either.

Automatically Appended Next Post:

So with relentless not being necessary to shoot at full range with rapid fire, looks like the phaeron upgrade is just to allow warriors to double-tap and then assault afterwards.

Automatically Appended Next Post:

CSM and Codex: daemons are battle brothers.

Still hit a vehicle in the rear armour in close combat? A power axe might be a fairly decent anti vehicle weapon if so.

Can you double check the power axe? Is it minus 1 to Initiative or is it specifically I1? Request from warseer.

[–]Rixitotal[S] 1 point 1 minute ago

has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.

And I just turned the corner on allies – unfair advantage to those who use it at less than 2000 points. See:

Can you ally with yourself to expand your FOC?

[–]Rixitotal[S] 2 points 1 minute ago

no you may not. but at 2000 pts you get a second FOC if you want it.

When you perform Overwatch, is it possible to kill enough models so they dont actually make the distance into CC with you?

If 2 or more units charge 1 unit, can you overwatch both of them? If 4 units charge 2 units, can both units shoot each unit or is it limited to 1 charging unit only?

Any change to Swarms? Still double wounds from blast and template?

[–]Rixitotal[S] 2 points 4 minutes ago

swarms are the same.

you over watch first and take from the front. so yea can affect assults. only 1 over watch a turn.

Flamestorm cannons are good defenses on land raiders who fear scarabs.

Automatically Appended Next Post:

Another one I just thought of: How are models in combat measured? Is it still 2″ from models in base to base with enemy models?

[–]Rixitotal[S] 1 point 1 minute ago

yup still the same, but models pile in in I order instead of all at the start.

Reddit rulebook guy has decided to call it a day. Still, quite a wealth of information just from that 2 hours or so he blogged with all of us. I’ve made sure all his responses were highlighted in orange for those who need to scroll back and read through them. Just filter the thread.

Allies:

Restrictions on allied FOC based on ally level. So you cannot take everything in your allies’ codex.

Brothers in Arms – IC can join ally squads and powers effect everyone.

Grudging Allies – IC cannot join ally squads and powers only effect units from their parent army.

Unholy Alliance – IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.

Multiple Allies in one FOC.

Epidemius

Each mission is roll a d6 it determines what happens at each turn of the mission.

Power Weapons are – AP 3

Powerfist are – AP2

Chainfist – AP2

Poweraxe – AP2 +2 Str and I1

Heavy Chainsword – AP5

AP1 doesn’t do the samething anymore.

6+ defense against Psykers.

Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.

Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.

Heliosgun – AA weapon that every army can buy. Skyfire weapon means you can hit on BS when shooting flyers.

Flyers can crash while flying. Transported units take a Str10 AP 1 hit when crashing.

Rules for wreckage.

FNP is 5+

Hull Points:

Glancing hits don’t do anything except take a hull point.

Can be repaired, a Techmarine can repair d3 hull points a turn.

Dreads – 3

Russ, Raiders – 4

Rhinos – 3

Pens take hull points and do damage.

Cover for vehicles is much harder.

Vehicles have the same shooting.

Can always shoot with snapfire.

Random Game Length is gone!!!

Buy Nightfight at the beginning of the game.

Buy Acute Senses as well.

Still seize the initiative.

Victory points are changed, you don’t have to wipe out who units.

Challenges. Squad leaders can challenge squad leaders and ICs, stops combat for that unit except for the two combatants.

Wound Allocation:

Wounds taken from shooting is the closest units first then go in AP order, starting with the lowest AP.

Snipers – No Rending. On a 6 you pick the target.

Charging is 2d6. Assault marines and cavalry get to reroll. Charging through cover, take the highest dice away. Assaulting through terrain makes you I1.

Pre-measuring is in.

Str can now go above 10.

FOC doubles at >2000

All bikes and jetbikes that turboboost are 4+ cover with a “Jink” save.

Walkers are the same.

Nightvision ignores night fighting. – A warlord ability.

Rage – +2 Attacks on the Charge

Jump Packs can jump into assault.

Wound allocation based on wargear is out.

Daemons can Fear a unit when they charge. Roll a Ld, if you fail you strike at I1.

Mixed armored rules are back in, really complicated.

Multiple toughness for taking wounds is in. So no longer going on the average toughness.

ICs can be wounded based on where they are in the squad.

Rapid Fire is the same as 5th Ed

Plastic Chaos Dreadnought sighted in the rulebook.

Just like before necrons came out i have the rulebook early.

i have copy pasted this BUT i have the rulebook, so taking requests for tonight and ill post up anything you wanna know, below i can confirm as true and correct.

Core System

– Change to Pre-Measure like WHFB 8th Edition.

– Force Organization Chart is still in use, no use of Percentage

– Adding new FoC Slot called “Fortification” [0-1] / see below

– Phases remains the same, Movement, Shooting, and then Assault

– No Psychic Phase

– No Initiative Phase

Movement Phase

– Movement is pretty much the same. Infantry can move 6″, Jump Infantry 12″ and so on.

Shooting Phase

– Rapid Fire weapons can now fire at target 24″ away irregardless of moving or not. (or choose to fire twice at target 12″ away)

– Pistol is pretty much the same.

– New Weapon type “Salvo” – firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.

– Heavy Weapon can now be fired on the move, but will be subjected to ‘snap fire’ rule.

– “Snap Fire” allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)

– Blast Weapons cannot “snap fire”

– You can only killed as much models in target unit as you can actually see (and within max range).

– Casualties are now removed from closest to furthest.

– Wound Allocation is completely changed.

– When shooting at unit partially in cover, player can choose to “Focus Fire” to kill only models in the open (or in a less covered position).

– You can now throw (most) grenades in the Shooting Phase at the range of 8″, limited to 1 grenade per unit per Phase.

Assault Phase

– Charge Distance is now 2D6″ adding together.

– Unit can elect to “Overwatch” if being assaulted. Simply a “Stand and Shoot 40K version” – resolved at BS1, Template does D3 hit instead.

– Overwatch can be done only once per turn.

– Unit declaring multiple assaults will suffer from “Disoriented Charge” (not get +1A)

– Unit assaulting multiple enemy unit is subjected to multiple Overwatch.

– Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.

– Pile-in reduced to 3″ and is done at the model’s Initiative Step (ie. before the model could strike)

– Casualties are removed from the front rank, like the case of Shooting Phase

– Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).

– Challenges are in for IC.

– Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don’t grant more bonus than in 5th Edition.

– Power SWORD and Lightning Claws are “S: as user” AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)

– Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has “Concussive” (the exact (or almost) same rules as in 5th Edition)

Vehicles

– Vehicles are now limited to move at the maximum of 12″ in the Movement Phase (though it can move further in the Shooting Phase if desired)

– Vehicles can opt to move “Flat Out” in the Shooting Phase, adding an extra 6″.

– Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)

– Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12″ Normal + 18″ Flat Out])

– Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.

– Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren’t used in Assault.

– Flyers are now in, with its own rules.

– Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.

– When moving fast (called “Zooming”) Flyers cannot move less than 12″ and cannot disembark any models.

Vehicle and Damage

– New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.

– AP 2 weapons add +1 to the chart, while AP1 adds +2.

– AP”-” is no longer -1 on the table.

– Open-Topped is +1 as well.

– No more “Half Strength if the center hole is off”, you always use full strength for any blast that hits the vehicle.

– Hull Points – a new style “wound” for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.

– Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down – this seems to be true.

Vehicle and Passenger

– Passenger can only disembark if vehicle move 0-6″.

– Disembarking rules changes, you now place models in base contact with the access point and move up to 6″ – this is the furthest distance the unit may move.

– Embarking is pretty much the same.

– Unit count as moving if the vehicle moved 0.1-6″, and can only “Snap Fire” if the vehicle move 6.01 – 12″

– Open-topped transport rules are the same (access points and fire points)

– Exploding Flyer that has “zoomed” will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.

Psychic Power

– NO PSYCHIC PHASE (or whatever people are assuming they are)

– Perils of the Warp causes one wound, no saves of any kind allowed.

– Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).

– “Deny the Witch” – every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.

– Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6″ of the wearer.

– There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.

– Casting Psychic Power remains the same as in 5th.

– Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 “Warp Charge 1” power or 1 “Warp Charge 2”. Higher Mastery allows for more.

– Each Psyker generate Warp Charge equal to his Mastery Level.

Characters

– Look Out, Sir! is in. Grants character 50% chance to evade the attack if he’s within 6″ of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6″ instead.

– Look Out Sir! is improved to 2+ for Independent Character.

– Character can issue / accept challenges.

– One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there’s 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12″ can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3″ of Objective.

Tidbits

– Fortification – a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)

– Allies – a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions

– There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.

– Selecting deployment zone remains the same, roll-off to see who deploys first and go first.

– Seize Initiative is still the same.

– 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first “kill point”, Slay the Warlord (for killing the enemy Warlord – aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)

– Deep Strike Mishap is softened now: 1 – You’re Dead, 2-3 Misplaced, and 4-6 Delayed.

– Feel No Pain dropped to 5+

– There’s still only 1 Level of Instant Death, no Instant Death(x)

– Fleet allows for re-rolls on Run and possibly Assault distances.

– “Hammer of Wrath” allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.

– Monstrous Creature can make “Smash” attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.

– Flying Monstrous Creature can make two mode of movement. One being 24″ move, performing D3+1 “Vector Strike” on a single unit within the path and then shoot up to two weapons or run 2D6″ in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can’t remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.

– Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.

– Rage is now +2 Attack on assault.

– Many new generalization of rules…such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)….this also expands to weapons as well (unwieldy, concussive, etc.)

….now answer all our questions!

NOOOOOO they nerfed acute senses

OK other things of note

templates still scatter dice – BS. seen many reference to that changing its the same

Reading the special rules section my first thought is that a impy guard army with space wolf allies you can give the impy gaurd acute senses (which is changed) and they know no fear. Unless I am reading it wrong the marine ATKNF transfers to the impy guard troops

(…)

A pre emptive answer on allies

Brotherhood

warlord skill can be used

IC’s can join allied units

Pyschic powers can be cast on allied units

Allies of convience

cant use warlord bonus

ics cannot join squads

are not counted as friend for purposes of psychic powers

Desperate

as above but if 2 forces come with 6 of each other roll a d6 for each force, on a 1 they cannot move, shot assault

(…)

Speaking of which, I’d love information on any changes to Open-Topped, and an explanation of what Flyers can use Evade against, whether it immediately takes them off the board or not, and whether a flyer zooming is entitled to a normal jink save like a fast skimmer

+1 on vehicle damage rolls

whole vehicle is an access point

all passengers can shoot

they count assault vehicle (gain the USR)

evade can be used against any to hit roll, they have the jinx USR till the end of your next turn and can only take snap shots. you dont seem to go immediately off the board. you must be zooming to get an evade, which gives you jinx

Penetrating hits remove 1 hull point

no specific restriction on special characters

I couldnt find anything pro or con moving and rapid firing

the fluff saying “can be used to fire from the hip when advancing” I will leave that for when I get a chance to read later

How does Rending work?

on a roll of target suffers 1 wound as it was an AP 2 hit, vehicles get an extra d3

Can Fliers be targeted with Blast weapons?

not while in zoom mode

How do Force Weapons work?

force sword are ap3

force axe ap2

stave ap4

force if thers an unsaved would the wielder can use a force charge (need to check that) and make a force roll. all unsaved wound are ID

relentless

heavy, salvo and ordanance can move and shoot, they can also charge in the turn they fire heavy, slavo and ordance. as well as rapid fired

you can rapid fire and charge if you are relentless

So are nemesis force halbards ap3?

Its says some weapons have their own stats. If not specified they are ap 3

It also says if it a sword or dagger its a force sword, axe or halberd is an axe and if its a mace or staff its a force staff

guess they will errata the GK codex to specific which it is

reading the vehicle section so heres the thoughts as they read

stationary fire all weapons at full bonus

combat speed (6″) 1 weapon at full bs. rest are snap shot

cruising (6″-12″) snap shot only

you can abandoned immobilised vehicles from a squadron

you can move and fire with ordance

vehicle damage chart has changed 6 is destroyed, 5 immobilised

ap 1 +2 on the chart

ap 2 +1 on the chart

(…)

oh all characters gain precision shot. on a roll of 6 (shooting or mellee) the character allocates the wound

ok so pyschic powers

biomancy

primary power is a basic smite

caster gets D3 str and toughness

target unit get -1 str and toughness

target unit get FNP

assault 2 every unsaved would heals one off caster

pysker get +d3 init

target makes toughness test or take 1 wound no save, if slain jumps to model with in 2′ and make save. continue till someone saves or no targets left

divination

primary target unit rerolls failed hits

psycher and unit gain counter attack and get full BS for overwatch

target unit gain 4++

target unit must reroll passed armor saves

psycher and unit ignore cover

psyker rerolls failed failed hits, wounds and armor saves

psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain

pyromancy

primary flame breath (flamer)

psyker gains 4+ invo

target unit gains 4+ cover save

flame attack assault 1, sould blaze (no idea) blast, ignore cover

target model takes 1 wound , no armor or cover save allowed, place small blast template anyone hit takes a str 4 ap 5 hit

assault 2d6, blind, ignore cover attack

str 8, ap 1 assault 1, melta

telekenisis

assault 1 str 6 . strikedown (halves init and target moves as if its dangerous terrain)

roll 2d6 target takes hit equal to strength (11 or 12 auto wound) ap is equal to seperate dice roll

remove models from table, deepstrike within 24 inchs of where they were

hostile unit must reroll hits and wounds of 6

assault D6 pinning attack

all friendlies with 12 inchs get 5++

str 10, heavy 1 blast

telepathy

primary 3d6 – target leadership wounds to target unit

target unit has to make leadership roll or do nothing

target freindly stops falling back and gets fearless

hostile model makes an attack as if it owned by psyker

target hostile losses fearless and treats all units as fear causing

invisibility gains shrouding and stealth, hostiles charged by this unit lose counter attack and fight at WS 1

roll on table 1-2 unit pinned, 3-4 cannot run, shoot or stirke blows 5-6 attack own unit

fleet reroll 1 dice for when determining run or charge range.

Do the rules address Boneswords? Do they have their own entry? Are they lumped in with force weapons? Or do they defer to the Tyranid codex?

Boneswords are not listed master weapon chart, guess they use the rules the nid codex and get ap3

Can you confirm or deny that Fearless models no longer take extra wounds in lost combats?

doesn’t mention extra wounds in the USR now, so think not

Can you clarify the list of Monstrous Creature abilities? Some people refer to the Smash rule (halve attacks for double strength, but other people refer to a Stomp rule; does it exist? Some people have also referred to a rule that allows Monstrous Creatures to hit numerous models in base to base; does it exist?

MC gain fear, hammer of wrath (free i10, str self ap – attack), move through cover, relentless and smash (all attacks ap2, can halve attacks to goto str 10 and reroll armor pen special rules

Are Daemons the only army to receive the new Fear rule (I believe it might be known as “Terrify)?

nope see above, fear is still in there

theres a line in force/power weapon section (assuming bone swords are force/power weapon) “if a force/power weapon has it own unqiue rules then ap3 weapon with extra rules as presented in the codex”

can you check what fast Vehicles can do ?

Rumors : moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12″ Normal + 18″ Flat Out])

So can they move 12″ and fire 2 weapons with normal BS? andwhat happens when they flat out?

doesn’t have to overwatch the first unit to charge it to who ever asked that, basically declare charge, declare overwatch, roll charge range, move. but because you can’t shoot while in combat if the first unit makes it into combat you wont be able to shoot at subsequent chargers

hammer of wrath = its one automatic hit at i10

preffered enamy = shooting and melle

fast vehicle move up to 12 flat out

combat speed – all weapons

cruise – 2 weapons at full bs and rest are snap fire (bs1)

and for that matter what are the rules for beast and terrain? some where we where told that they ignore terrain altogether if so does it state what happens when assaulting in to cover?

beasts get fleet and move through cover, doesn’t specify what happens assuming you were wanting to know about the initive penalty for assaulting in cover

Could you clarify if ordnance has changed at all in light of Snapshot? if you shoot ordnance are you still unable to shoot anythign else? this coudl have a major effect on the Monolith as well (if ordnance stays the same my monoliths will be played as necron bastions from now on)

Also, could you clarify how Beasts/Cavalry work in the new rulebook?

you can move and shoot ordanance, but if you fire ordanance and other attacks are snap shots only (BS1)

beast and CAV no idea haven’t read that bit yet

cav

oh and jump pack get the auto hit I10 attack

First off i was wrong, penetrating hits also remove a hull point. pretty big thing to misread but thats all i found to be wrong after my mates devoured the book and a couple of games. Sorry!!!

played 2 games today. Both with my eldar. i tryed to use lots of the new stuff to see how stuff worked. also ive wanted to play eldar corsairs for years so i took an ally detachment of dark eldar.

My list:

2 farseers, 4 powers. swapped 2 out for divination each game, kept fortune and doom. (mainly to try the new powers)

10 dire avengers, exarch.

10 rangers. (to try the new sniper rule.)

2 times 6 bikes with a warlock in each.

2 times 2 vipers with shurk canon and scatter laser.

4 dark reapers with exarch. (to go in bastion, see if they might be worth it if the can definitely get a good vantage point and cant be shot. )

bastion with comms.

1 homunculus

5 kabalite warriors in venom

1 viodraven bomber.

first game was against spacewolves. he took gak loads of longfangs and wolf guard in terminator Armour. second game was against chaos who took a mix of stuff.

i wont report ill just give impressions.

the sniper rule is amazing with rangers as a 6 to hit also makes it AP1. took out cyclone missile launchers and meltas with ease. the bastion took heaps of fire well worth 75 pts. but when it explodes it really damages people inside. also its super vulnerable to melee, grenades and flamers also can do serious damage to the squads inside. the new powers were great. the signature from divination is a better guide. the one where you force them to reroll armor saves is amazing. but i felt in general buffing you own units is much better as then dont get deny the witch rolls.

the flyer was awesome. although its pretty unmaneuverable in zoom mode its really hard to kill the will waste alot if firepower shooting it. my advice is come on the corner of the board and aim for the middle.

senarios are awesome. i played the heavy support is a scoring unit and a kill point one. and the D3 objective one. had one normal deployment and one lengthways deployment (my dark reapers loved that one.) the secondary objectives are a big deal and seem to be the tie breaker alot of the time. jet bikes 48 move is amazing. get them in you opponents zone for linebreaker points or go grab objective on literally the other side of the table.

vehicles seem to die alot easier. especially after my mate pointed out that i had read the rules wrong and PENETRATING SHOTS ALSO REMOVE A HULL POINT, in addition to a roll on the table, makes sense to be fair. the warlord things didnt seem to do a great deal. but that was from some fairly boring rolls. but its pretty fun. the charges seem to work pretty well. i had one charge just fail cos i knocked off a model who would have been in range with overwatch, so be warned! combat felt ALOT smoother, but can become a bit more comlicated when there is an independent char in BSBand no one else. you basically have to roll the lookout sir rolls 1 at a time untill he dies so as to not break it. for future reference keep chars in the second ranks. also lookout sir is optional so you could in throry have a tough model at the front take all the hits and leave the rest of the squad unscathed until he dies. seems broken.

to sum up, feels like playing the same game, but smoother, more intuitive, and a lot freer with the allies and fortification, and always measuring.

any questions about this feel free to ask.

How does artillery work

[–]Rixitotal[S] 3 points 7 hours ago

i have no idea how it works in the old edition. but they have stats now T7 2W. if the crew is killed so are you.

Are Fast, open-topped Transports still the exception to the 6″ disembark rule?

[–]Rixitotal[S] 2 points 7 hours ago

nope

Automatically Appended Next Post:

On Force Weapons:

[–]Rixitotal[S] 2 points 7 hours ago

force weapons follow the same model as power weapons, all ones with their own rules are AP3. i guess one of you plays GK.

Also, Rending. Has it changed at all?

[–]Rixitotal[S] 2 points 8 hours ago

auto wounds and is AP 2. +D3 against tanks

There’s been a lot of discussion back and forth about the term “generate” when determining powers from the new psychic disciplines, especially given “Warp Charge” level. Are powers rolled randomly? Is this consistent across all races?

[–]Rixitotal[S] 2 points 8 hours ago

generating is just like getting fantasy spells (except you reroll a double dont choose.) warp charge is how many spells you can cast, some have warp charge 2 and take up 2 spells worth of casting.

Any word on if units with Move Through Cover ignore difficult/dangerous terrain when charging?

That would be a nice little boon for my poor Tyranids.

[–]Rixitotal[S] 2 points 8 hours ago

you roll an extra D6 for movement purposes and ignore dangerous terrain. sorry if i said this wrong earlier its been alot of questions. dosnt affect charges.

On Stormraven & Jumpers:

So wait… what about jetpack troops assaulting out of vehicals. If I’m reading what you’ve put below correctly, a Stormraven can go into hover mode, then move 6 inches, then jump pack troops (eg sanguinary guard) move 12 inches out, then assault 2d6 rerollable, for a maximum of 30″ threat range? I love it…

[–]Rixitotal[S] 2 points 8 hours ago

no you always get 6 out of a vehicle regardless of your movment.

How do you hit with blast weapons now. Same as before Scatter -BS and place template? or just roll to hit…

[–]Rixitotal[S] 2 points 8 hours ago

same, but no half strength for clipping tanks.

Have Thunder Hammer/ Stormshields changed at all? What AP are the hammers?

[–]Rixitotal[S] 3 points 8 hours ago

AP2 and the same. still concussive. storm sheilds are come the codex so no change.

Further clarification on wound removal:

1) Do monstrous creatures get impact hits? How does this mechanic work?

2) Do you always require 6s to hit flyers or only if they move over a certain distance?

3) MCs executing a smash attack still cap out at str10, correct?

4) I know a lot of people have brought up would allocation but how does it work? Do you distribute them the same starting with the nearest target and working your way back to the furthest? Or do you keep rolling saves for the first guy til he dies and then the next closest model begins taking wounds?

5) Any changes to disembarking from vehicles? How about for being fast or open topped? Any changes with firing from the firing ports?

[–]Rixitotal[S] 4 points 8 hours ago

they get hammer of wrath

always need 6 as long as its not hovering ie acting like a fast skimmer.

yup all stats are locked at 1-10.

if you have different saves you keep rolling against the closest untill it dies, not as broken as it sounds as chars give the hits to the squad on a 4+/2+. if not you just take all the saves and remove the closest models.

i must have answered this several times, have a look through.

Is there a psychic phase? What order do the phases go in now?

[–]Rixitotal[S] 3 points 9 hours ago

no psychic phase, buffs and debuffs at the start of the movement phase, shooting ones done in the shooting phase.

Is night fighting in? if so does it work as it did before?

[–]Rixitotal[S] 4 points 9 hours ago

now its over 36 may not shoot, over 24 +2 coversave, over 12 +1 coversave.

Does morale play a larger role in 6th ed? Is it still 25% shooting casualties? No Regrouping if below 50%? Rumours said you can always regroup if sergeant type model is still alive?

Are there any good mysterious terrain results? Care to list some interesting or funny ones?

can regroup as long as you are over 25% and independent chars mean you can at any time.

funny terrain, one where you get so comfortalbe taht you get feel no pain but must pass an LD test to leave it. – ice that freezes you armor and give you +1 save.

Automatically Appended Next Post:

Also, while I’m asking Eldar questions… can Jetbikes still do their assault phase jump move? Is it 6″ or 2D6? Sorry if this has been answered- I thought I saw it but then lost it again…

[–]Rixitotal[S] 2 points 9 hours ago

its 2D6, but you may not do it if you turbo boosted. but i will say taht due to the new always measure rules this can be very effective ”move shoot move” unit.

Automatically Appended Next Post:

On vehicle squadrons:

the closest vehicle must be destroyed before you start hitting the rest of the squad.

Please tell me that the Weapon Skill charts have been modified. I loved how my WS 8 Succubus is fighting WS 3 and 4 units that still hit on 4’s.

[–]Rixitotal[S] 3 points 9 hours ago

no change, and as a side not no change to the wound charts so you always wound on a 6 like in fantasy. wraithlords are safe.He’s saying the to hit and to wound charts are both identical to 5th edition. 

That’s all again from rixitotal. in the thread there is a lot of repeated information. If you want go ahead and read through his comments, the link is:

http://www.reddit.com/user/Rixitotal

Tags:

About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

26 Responses to “6th ed Rumors and Confirmations (Updated)”

  1. Chip June 26, 2012 12:31 pm
    #

    I wish the relentless/rapid fire rules had been true. My plasma terminators were raring to go.

    • Reecius
      Reecius June 26, 2012 12:35 pm
      #

      I think that would have been a bit much, but it would have been pretty crazy! The rapid fire rules are still awesome though, troops get so much better which is a good thing, IMO.

    • Alarum June 26, 2012 6:48 pm
      #

      Would rapid fire work with the salvo rule? iirc stationary units can fire twice up to max distance with a “Salvo”.

      I have not seen the Rulebook but have seen rumours of a Salvo rule. I would like this very much for my 1K sons.

      • Reecius
        Reecius June 26, 2012 7:00 pm
        #

        I think it describes weapons like Sonic Blasters and Splinter Cannons and such.

        \Rapid fire weapons do not fire twice to 24″, only once but regardless of weather they move or not.

  2. Captn Dees June 26, 2012 12:56 pm
    #

    Man this wait is killing me. I keep seeing things pop and go ‘oh no my orks or doomed’ and then turn around and say ‘oh hooray my Blood Angels are better.’

    I’m probably wrong at every turn.

    I guess that’s just the nature of things right now…

    • Reecius
      Reecius June 26, 2012 12:59 pm
      #

      Mad Dok my friend, and Mega Armored Nobz will be the straight business!

      • Captn Dees June 26, 2012 1:30 pm
        #

        Ya I’ve thought about that. It is really going to depend on the FAQ for the Waagh for me, in particular Ghaz’s Waagh.

        Assault ranges seem like they’ve been shortened (between the vehicle speed and fleet). With removing closest models in CC we’ve kinda got the old ‘killzones’ back, though you do get to consolidate at initiative but only 3″. I have fears about boyz never swinging in combat like in 4th edition.

        Though the removal of fearless saves is helpful!

        So we’ll see. Of my many armies I’m feeling like my orks may need the most drastic shift in composition.

        • Reecius
          Reecius June 26, 2012 3:16 pm
          #

          I agree, Orks are changing a LOT. Battlewagons got nerfed, and Trukks seem to be far less useful, but I think Hordes got better.

          • Captn Dees June 26, 2012 3:20 pm
            #

            Agreed. I think ork hordes is going to be more prevalant.

            Which is a shame because I don’t want to paint any more boyz… 🙂

          • Reecius
            Reecius June 26, 2012 6:02 pm
            #

            Stormboyz will be awesome, Mad DOk is a boss, MegaNobz are awesome. The power has just shifted is all.

          • Ian (billyjoeray) June 27, 2012 9:26 pm
            #

            Battlewagons got a small nerf with the rest of the vehicles, but if the rumor that non fast vehicles can forgo all shooting (so no snapfire or anything) and move an extra 6″ in the shooting phase after moving 12 is true than they got a lot better for actually transporting your stuff across the battlefield. Besides with glancing able to actually kill stuff now, higher armor is much better than more armor (I.e. quality over quantity) and that AV 14 is nice to have compared to the rest of the ork vehicles. All this seems to point to a shift away from letting vehicles do all the work and more stuff dying in general, which could result in a meta shift away from metal bawkses and toward a more diversified (and fluffy for the most part) force.

          • Reecius
            Reecius June 28, 2012 9:23 am
            #

            Battlewagons got better and worse, I agree. Not getting killed on a single glance is awesome, kff going to a 5+ is a major nerf. Hull points is a bit of a nerf in that volume of fire will drop them. I think it is more of a change than a full on nerf or buff.

  3. Axientar June 26, 2012 2:59 pm
    #

    If I read this correctly, I fear Tyranids now…

    “Also, Rending. Has it changed at all?

    [–]Rixitotal[S] 2 points 8 hours ago
    auto wounds and is AP 2. +D3 against tanks”

    HOLY SHIT!! Genestealers are now great at killing EVERYTHING that relies on an amour save and that means they can wound even Wraithlords, based on “auto wounds”. O_O

    Of course, Harlequins get this too… >:)

    • Reecius
      Reecius June 26, 2012 3:21 pm
      #

      That’s the way rending works now =) No change.

      But, Nids got WAY better, no more fearless saves is HUGE.

  4. Paul Cornelius June 26, 2012 3:15 pm
    #

    I’m about half way thorough your document, but had to ask before I forget: What’s the AP to be on forced weapons? AP 3 like power swords?

    I’m sad that movement, running and assault were not combined; it seemed like a great way to save time….

    • Paul Cornelius June 26, 2012 4:10 pm
      #

      Ah, found the stuff on Forced Weapons: Awesome!

      • Reecius
        Reecius June 26, 2012 5:58 pm
        #

        Right? Suck it Grey Knights! Assault Termies (hell, regular termies) will beat their asses! Mega Nobz are going to bring the pain train.

        • Paul Cornelius June 26, 2012 6:52 pm
          #

          Sorta explains the low cost on GK strike squads.

          • Reecius
            Reecius June 26, 2012 7:02 pm
            #

            yeah, I agree. The Snap Fire rules also sort of explain Fortitude and Living Metal being a bit cheap.

  5. mercutioh June 26, 2012 4:57 pm
    #

    The Waaaaaaagh has lost a lot with this update. fleet no longer allows run and assault. No more +1 init for Furious Charge. SO I let out this fearsome battle cry to….run a little farther and get chopped to bits by Marines cause they hit first and I get no saves. Oh and may be chopped out of assault too because first ones die fasta. Also, ATSKNF makes daemons cool new fear power utterly irrelevant. isn’t a LD 10 buff enough for the Imperial Lap dogs?

    I was REALLY excited about everything in 6th until I started piecing things together for my horde. Wonder if I can convince anyone that my Stompa is a “Fortification” Oh well, at least it will be cool for Chaos.

    • Reecius
      Reecius June 26, 2012 6:00 pm
      #

      Don’t give up on it yet. Think about how good MegaNobz got? Mad Dok is a BOSS now! StormBoyz are awesome.

      Boyz are still really good, no more fearless saves? Awesome!! And they still charge super far, when they WAAGH! they get a better average.

      I think Orks got affected the most by this right now, but I think they are still great. Lootas can move and shoot! Plus, with allies, you get a lot your missing out on.

  6. Defeatmyarmy June 27, 2012 10:39 am
    #

    Not seeing anything on rending,it sounds like Deathwing are even stronger now than ever. And they expect us to have all these rules down by the Golden Throne next month? I have a feeling there’s going to be a lot of unintentional cheating and Im glad I wont be one of them. Definitely not supporting any more of robpace’s tournaments as it was agreed to be 5th edition when I paid for my ticket with no refunds. Shady character, Ward Jr.

  7. edwin June 27, 2012 1:45 pm
    #

    any news on how blast weapons shoot at flyers?

    • Reecius
      Reecius June 27, 2012 2:01 pm
      #

      If I remember correctly, they can’t. Don’t know if that is regular blasts or just Ordnance yet, though.

  8. mike June 27, 2012 7:55 pm
    #

    everything is fine with horde ork. yes way it should be. its not ork if you dont play horde,
    but we wont get tshirt save anymore. so why bother playn orks now we cant save now
    ap 5 reguar wep, im gona save ,oh dam srry i cant, cuase your weps ap is ap 5

    • Reecius
      Reecius June 28, 2012 9:19 am
      #

      Yes, but no fearless saves! That is waaaaaay better!