6. Edition-Gerüchte
-
-
Das schaut gut für alle Chaos-Anhänger aus Gerüchten zufolge kommen einige Dämonen-Neuheiten im August oder September, darunter Plastik-Seuchenhüter, die Blauen Gelehrten, ein Nurgle-Herold und vieles mehr.
Darüber hinaus Gerüchte zum neuen DA-Codex, BT, Eldar, Dark Eldar und Tau. Und zu guter Letzt Orks... -
Info-Zeit.
Das Regelbuch wird 440 Seiten umfassen (das sind ca 70 weniger als das aktuelle Warhammer Regelbuch) und 60€ kosten.
Zusätzlich zum Regelbuch, dass am 30. erscheint, gibt es ein set metall-effekt Schablonen, ein Servoschädelförmiges Maßband, Warhammer 40k Style Würfel und ein Set aus 35 Karten für Psikräfte. (wer jetzt schreit sie machen Warhammer nach bedenke dass es bei 40k schon früher Karten mit Psikräften im Regelbuch gab.)
Das Buch wird Regeln für Flieger enthalten.
Es ist wahrscheinlich dass es auch eine Collectors- und eine Gamer-edition geben wird, wie vor 2 Jahren bei Warhammer.Quelle: Ein Freund
-
Na, da scheint Dein Freund nicht so falsch zu legen. Es wird konkret bei BoLS:
Zitat
"The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery."Faeit212 here to talk about adding to the hype. This looks like the official announcement has leaked out. With this, I would expect the official announcement very soon.
via Darnok's birdies (and collated by Eldargal)
Warhammer 40,000: Rulebook, £45
There is no time for peace. No respite. No forgiveness.
There is only WAR.In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.
Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever.
It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...
The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill.
With 440 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Warhammer 40,000: Psychic Powers, £8
One of the many exciting features of Warhammer 40,000 is Psychic devastation, where Psykers wreak havoc on the battlefield. Psychic Powers is the complete set of Psychic cards, which be used in conjunction with Psychic Disciplines. They make a great accessory to your tabletop games.This set contains 35 large-format cards and come stored in a plastic fan-opening case, which bears the Aquila. There are 7 cards for each Psychic Discipline, each of which is represented by distinct artwork. There is also an instruction leaflet that classifies which powers can be used by the main Psykers in the Warhammer 40,000 universe.
Extras
There are also "Munitorum Templates" (£12, designed with a metal effect look), "Munitorum Tape Measure" (£10, looking like a Servoskull) and "Munitorum Dice" (£10, while stocks last). -
Und weiter köchelt die Gerüchteküche... und sie wird immer konkreter! Von Warseer via BoLS:
Zitat
It looks like with the impending release of Warhammer 40,000 6th Edition, the rumors are flowing like rushing water... Hold on tight, there's a lot here:via Warseer's Darnok and Whitehat
First Whitehat:
-Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
-Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
-Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...
-Vehicles cannot contest (unsure if scoring units in transports can
-6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
-Troops are the only ones that can score (including of course 'scoring units')
-5+ Cover save for most things (ruins are 4+).
-Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
-Percentages are *not* in
-Wound Allocation is closest to furthest.
-Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
-Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
-Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
-Jump Infantry get a free strike at I10 when they charge into combat
-Psychic Power Decks using a dice system similar to Fantasy.
-Flyers are in.
-FNP drops to 5+ Save.and Darnok:
-AP are on ccw but he says power weapons are ap 2, not 3.
-When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
-It's move assault then shooting now!
-Fnp is 5+. Master crafted ccw give you a 5+ invuln save
-When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
-A unit can't claim a object while inside a vehicle.
-There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4
you only do 2 wounds! Strengh (9?) or more would do 3 wounds & kill him.
-In kill point missions you get kill points based on what the units points cost, so for example a
landraider would be worth 5 kill points & a unit of marines 3pts. -
Hi,
und was Neues von warseer:ZitatSaw this posted on Heresy Online. No clue on the validity, but it definitely sounds intriguing.
Hull points don’t work as rumoured: they are only for front armour 14 vehicles and work like a structure point or a “wound” which can be used to negate any result, even wrecked or explodes. not sure if this is a once per game thing, i suspect so. but no more one shotting land raiders and monoliths with meltaguns
Pens give +1 to all subsequent damage rolls in that shooting phase, so essentially after a pen all weapons shooting a vehicle become AP1.
Rapid Fire: double tap up to 24” if stationary. 1 shot at 24" or 2 shots at 12" if moving. Relentless gives and extra shot at each range if stationary as well as the standard bonus.Power weapons are ap3 but give a 5++ parry save in combat.
Stunned results stack to weapon destroyed, extra armour negates 1 stun per turn, not sure on shaken.
Strength vs Toughness chart changed to be like fantasy, so everything can be wounded on a 6.There's going to be a bunch of FAQ/erratas when it drops for all codices.
Vehicles being hit in combat auto if stationary, 3+ is going 6", 5+ if going 12", 6+ if going flat out.
Vehicles going flat out can only be hit on a max of 4+ with shooting, fliers hit on 6+.
Damage results stack so shaken -> stun -> weapon -> immob -> wreck
Preferred enemy gives re-rolls to hit with shooting and in combat, but not the re-rolling of 1s to wound.Quelle:
Warsser -
zweiter Teaser online, diesmal mit psionischem Schwerpunkt:
-
Von BoLS; formulieren die jetzt schon so als ob es Fakten seien:
ZitatHere's the latest from first hand reports of the new book:
Hullpoints: The previous rumors are true. Vehicles move to the new hullpoints system that will eventually kill them after receiving a number of critical chart rolls. Look for 3+ Hullpoints on most vehicles.
Allies are IN: As had been suspected, a new army chart will report the level of cooperation various armies can have. This will not allow cherrypicking of valuable units from another codex, but instead the ability to integrate a second FOC chart into you army from the selected ally. How deep you can develop this second tree (beyond the mandatory HQ and 2 troops) is determined by what level of cooperation the armies have on the chart.
Fortifications: The truth exceeds the mission based rumors. Look to find a new "Fortification Slot" on the FOC that all armies can access and use in standard army construction. Surprise, surprise, the common choices available happen to have existing Games Workshop kits already available.
Close Combat Weapon AP Values: This is true, and look for a full chart listing all the common CC Weapons in the game and where they land from AP1 all the way down to AP -
-
Es gibt Bilder von neuen WD 199
Ich stell die einfach mal hier rein auch wenn ich mir nicht ganz wicher bin ob das noch zu den "Gerüchten" gehört
-
Neuer Trailer von GW. Diesmal tatsächlich mit einigen Regelspoilern!
Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
Detaillliertere Gerüchte:
I already read some of 6th rule book there were no % in using slot
however here is something about 6th
(credit ZAlpha)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 PhaseMovement 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.)Read more: http://thetyranidhive.proboard…567&page=26#ixzz1yhQ7hj00
-
VIA Natfka.Bogspot/Faeit 212:
Here is a Question and Answer session with someone sitting down with the
rulebook. He even answers the "whats on page 42?" question. So check
it out, there is quite a bit here, and some of it we aleady know, but
its nice to hear it again.Questions answered via Rixitotal. The questions were from tons
of different people. MadCowCrazy from Heresy Online was one, the rest
are misc and unfamiliar names. (I didnt look too hard).Battle Brothers: Good can join each others units with IC's and cast psychic powers as if they were friendly.
Allies of convienance: Cant join units or cast friendly powers
Desperate Allies: Have to roll if within 6" of an allied unit. if they roll a 1, they cannot do anything.
Necrons Allies: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. Desperate allies with
Templars and Blood AngelsMissions
-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.Whats on pg 42?
lol 42 has unviersal special rules. skyfire (AA), slow and purposeful,
smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and
strafing run.Detachments
can take an allied detachment or something. must have 1 HQ and 1 Troop,
and may have 1 more troop and 1 of each other slot except HQ. there is a
table of who can ally with who and how good friends they are. good
friends can join each others unit with independent chars and cast physic
powers as if they were friendly. middle friends cant do that. and bad
friends have to roll at the begging of each turn if they are withing 6,
if they roll a 1 they cant do anything. and a lot of armies can ally
at all. nids cant ally with anyone.What about powers, say a blood angels sanguinary priest with a feel no
pain 6" buff. will that work across armies? Even if it specifically
says "any friendly units" for some armies? Or have GW gone down the
"nope, separate for all" route?probs one for the FAQ, allies specifically talks about physic powers. ps FnP is now 5+.
you get FnP against anything that dosnt cause instant death.
power swords are AP 3. Axes +1 S, AP2 and make you I 1. then there are mauls and spears that are lame.
it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.
You still cannot assault out of deepstrike correct? Turn order is the same?
yea thats all the same.
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?hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!
What are the rules for infantry types (jump, MC, etc.)?
What is the deal with charges?
What does preferred enemy do?
Hull points?
jump move 12, re roll charge dice (2D6) get a impact hits (called hammer
of wrath). bikes turbo boost in shooting phase 12 (jet bikes 24, eldar
jetbikes 36!!! for a total of 48inch move in 1 turn). charges are 2D6,
and u can overwatch against it witch is every model gets to shoot at
BS1 except heavy weapons. preferred enemy is reroll all hits and wounds
that roll a 1, from shooting and combat!!! hull points are taken off
by glancing hits. all gone = wreck. most vehicles have 3. land raider
have 4, vipers have 2.cover is 5+ sorry, ruins is 4+, most everything else is 5+ including
shooting through troops. but you only need to have 25% hidden or troops
or tanks to get cover.How does wound allocation work for multi wounded models and different wargear on such models?
closest to furthest. wargear makes no difference.
Has the turn order changed or is it still Move->Shoot->Assault? What is the terrify USR that Chaos Daemons get now?
turns are the same. and its fear for demons. its a LD test or become WS1. fearless units and know no fear and immune to it.
Can units that have successfully completed an assault consolidate into a new combat?
Does assaulting into difficult terrain still reduce initiative to 1?
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
runs do disallow assaults. fleet dosnt overcome this but lets you reroll
your charge. ill have a crack at tables in a bit. yea chars and
snipers that roll a 6 to hit can allocate the wound to a legal model.
no changes to deep strike except the new (nicer) table.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.runs do disallow assaults. fleet dosnt overcome this but lets you reroll
your charge. ill have a crack at tables in a bit. yea chars and
snipers that roll a 6 to hit can allocate the wound to a legal model.
no changes to deep strike except the new (nicer) table.whats with shooting with vehicles? is it still one weapon and all defensive weapons?
its basically the same except any weapons you could not have previously shot can be snap shotted, so hit on a 6+.
How does the USR rage work now? Any changes allowing u control would make death companies viable if not a bit beast.
rage is ONLY +2 attacks on the charge. Death company are amazing now.
Are there any changes to Force Organisation? If so, what?
at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.
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?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.all things on flying bases are flyers as far as i can see. storm ravens
are listen under the vanilla space marine section also!!!!!Can a model still only make one save? What about ICs?
yup one save. except FnP of course
How fast can a vehicle move before passengers are unable to shoot from it?
flatout.
Was the to hit chart rumors true? bs3 hitting moving infantry on 4+ and stationary tanks on 2+ etc
no thats not in it anywhere. you hit the same as 5th
play a Thunderwolf list and was wondering with the random charge
distance will they then get a 12" movement? Also, are there any rule
changes with Beasts and Cavalry other than that? Thanksyea move 12, then assult 2D6 rerolling cos of fleet.
What do you need to hit a vehicle in CC depending on how far its moved.
3+. but u cant attack zooming flyers in combat at all.
Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
its the same, double S is insta death.
Do buildings have Hull Points? Can beasts go into buildings? Template
Weapons, how are they fired? Reserve Rolls? 3+ Turn 2? 2+ Turn 3?
Automatically come in Turn 4?yea they have hull points. the rest is all the same as 5th
Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?
no, just can move and shoot and shoot and assult with heavy and rapid fire weapons.
What are the rules for fortification slot? Is there a point limit? What
are some options and their relative point cost to each other?all the fortifcation stuff already has a GW terrain model. teh walls are
50pts. bastion 75, and the big darkangel fort, yes the massive one is
over 200.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.
has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.
Can you ally with yourself to expand your FOC?
no you may not. but at 2000 pts u get a second FOC if u 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?
swarms are the same.
you over watch first and take from teh front. so yea can affect assults. only 1 over watch a turn.
-
Die Psikräfte from dakkadakka's rattman
"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 leftdivination
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"
Nahkampfwaffen:
Chainfist AP2
chainsword AP-
Eviscerator AP2
Heavy Chainsword AP5
Dreadnought CCW AP2
forcesword AP3
force axe AP2
Force stave AP4
Lightning Claw AP3
Power Klaw AP2
Power fist AP2
Power sword AP3
Power axe AP2
Power maul AP4
Power lance AP3/4 (first turn/subsequent)
Thunder hammer AP 2
Witchblades AP-
Flyers
flyers can move at "zoom" speed and "hover" speed
zooming flyers can shoot up to four weapons at full BS if they move at combat/cruising speed. this is at ground targets
shots shot at skimmers must be "snap shot" which are hit on 6s unless you have the "skyfire" special rule
"skyfire": normal BS when shooting skimmers and flying MCs and skimmers snap shots against all other targets
MCs or jump infantry assaulting fliers. (I was sad when I read this ) - in fact I can't even see a way for flying MCs to get skyfire so they aren't even more effective at shooting flyers !!!
flyer rules say that "a zooming flyer cannot be assaulted" so I will assume that they cannot
Template, vlast and large blast weapons cannot hit flyers in zoom mode"
- I guess that solves that problem
the stormraven gunship is listed as a spacemarine vehicle in the appendix
it is also listed as BS4 AV12 all round HP 3, flyer, hover, transport
"shots resolved at a zooming flyer can only be resolved as Snap shots"
"If a model...snap shots...it's ballistic skill is counted as being 1 for the purpose of those shots"
(are you thinking marker lights to increase BS? If so I guess they would work along with any other BS boosting ability)
Fortifications
fortifications are deployed after mission type and deployment type are
chosen, but before other terrain is placed. Fortifications are placed on
your table half (not deployment zone) more than 3" from another
fortification, starting with the player who chose table halves. It is
worded in such a way that implies in the future some armies may be able
to take more than one fortification slot.....there are a few fortification types mentioned, all are imperial,
(however the video implied you can "loot" imperial buildings for xenos
armies) and also it says - check future white dwarfs and our web site
for rules for future fortification typesAll the gw kits have rules ie bastion, fortress of redemption etc.
Not faction specific. So build or modify your own tau or necron bastion
as you see fit within commonsense "counts as" guidelines, of course.the rulebook is remarkably silent as far as I have read on weather
something is faction specific/build your own. All they have said is that
more will be released in WD and on their web site)Fortification listed in rulebook are:
Aegis defense line, Skyshield landing pad, Imperial bastion, Fortress of
Redemption. All with appropriate and interesting special rulesMonstrous Creatures
confirmed MCs are AP2 (unless using AP1 weapon). can also perform
"smash" attack - half attacks, double strength to maximum of 10.
furthermore model making a smash attack can re-roll armour penetration
rolls. Interestingly MCs no longer re-roll 2D6 armour penetration as far
as I can seeon a related note (as I play nids) Furious charge is now +1S, but no I
boost, and poison has been reworded to be "wound on a fixed number...
unless a lower result would be required" so my trygons are dropping
adrenals and taking up poisoned.... opposite of 5thI do not see any way in which flying MCs/jump infantry can assault flyers unfortunately
Flying MCs that make a "swoop" move (as oppose to a "glide" move -
similar to zoom move, can fire up to two weapons as per normalAre Flying MCs able to use their new "Vector Strike" against
flyers/other vehicles? Also, does Vector Strike dole out AP2 wounds?YES!!!!! - so that's how flying MC's can hurt flyers!!!
See this is good for me too, thanks Muninn, you're a thinker
you make D3+1 hit, unmodified strength and AP 3 (not 2
). against vehicles these are resolved against side armour. a model
who has made a vector strike counts as having shot one weapon, however
you can choose a different target for your other weapon in the shooting
phasewinged MCs are not flyers, they are "flying MCs" which have their own rules
Assaults
2 phases; charge and fight
resolve the charge phase for each unit before you move on to fight phase
charge phase:
- pick a unit and declare unit it wishes to charge (also declare if multi-assaulting)
- each enemy unit nominated can resolve Overwatch fire (only once per turn, Snap shot, cannot cause morale or pinning tests)
- roll for range (usually 2D6 but theres a table for every different unit type)
Fight:
- choose a combat to resolve ( the player whose turn it is decides)
- declare a challenge (move models base to base)
- starting at I10 and complete for each initiative step
- Pile in moves
- engaged models resolve attacks (roll to hit, roll to wound/armour penetration)
- resolve a challenge
- determine assault results - side that caused the least unsaved wounds
loses. must take a morale check - no mention of fearless wounds - I
believe it no longer exists - if losing side fails morale, then fall
back and sweeping advance. If passes, continue on. If you cannot hurt
the model you are in combat with you can elect to automatically fail
morale check (fearless can't do this)- consolidate D6
overwatch are: once per turn per unit, can't do if locked in combat,
can't cause morale/pinning tests, shots fired can only be snap shots
(BS1). they must also follow all other rules for shooting (line of site,
cover, etc) so there are no directional restrictionsPistols do not provide any additional bonuses in CC.
But taking the new "snap shot" rule into account, it could help in holding off an attack when you are being charged
Weapons
Master crafted, reeroll one failed roll to hit per turn
gets hot will now give a vehicle a glancing hit on a to hit of one and a further role of 1, 2 or 3
If a model has the ability to re-roll it only suffers a wound if the re-roll is also a 1.
1. How are blast weapons fired. exactly as before
2. for flyers:any model within suffers a S10 hit with no armour saves allowed
"any models within suffer a S10 hit with no armour saves allowed"
for skimmers: no information listed under skimmer, will follow rules for
normal transports I assume which are;unit suffers S4 AP- hits equal to
number of models3. twin linked blasts: you may reroll the 2D6 and scatter dice
twin linked templates: may reroll to wound and armour pen rolls
4. To hit chart not changed
template and ordnance, blast cannot be fired as snap shots, any weapon
that does not use ballistic skill (e.g. monolith portal) cannot be snap
firedSniper weapons:
rolls to hit of 6 are "precision shots" (you can choose how to allocate within unit)
always wounds on a 4+
Against vehicles sniper weapons are S3
Sniper weapons also have pinning and rending
So as I read max armour penetration is 3+D3=6
Melee Weapons
if unspecified: S: user AP: -
chainsword: S:user AP: -
Eviscerator S: x2 AP:2 USR:armourbane(2D6 armour pen), two handed, unwieldly (I1 unless walker/MC)
Heavy chainsword: S: +2 AP: 5 USR: two-handed
choppa not mentiond mandrake weapon not mentioned - therefore uses codex rules unless "generic CC weapon" in which case as above
Wychblades
S: User AP: - USR: Fleshbane(wounds on 2+), armourbane (2D6 armour penetration)
Lightning Claws
S: user AP: 3 USR: shred (reroll wounds), specialist weapon (need to
have another specialist weapon to get +1 attacks) - the way I read this
you could give them a lightning claw and a thunder hammer and still get
+1 attackRelic Blades
no mention of Relic Blades in the rulebook. As such they follow the
rules in the codex I assume (I don't actually know the rules for relic
blades off the top of my head)a model fighting with this weapon never gains a bonus for having two weapons
No other generic bonuses/rules, although most two handed weapons have other bonuses specific to the weapon
power klaw and power fist are identical despite different entries
Vehicles
Heavy:
can never move faster than combat speed, can't move flat out (6" max move - yes 6, not 12)
for shooting, allways considered as having remained stationary (i.e. can
move and shoot barrage, use full BS on all shots, etc...)Chariot:
move normally for a vehicle of their type, if skimmer, can also make
sweep attacks (3+/4+ depending on speed, chance to deal a melee attack
for each attack in profile to a unit that you pass over during movement
i.e. can do a melee attack in movement phase then disapear before
retaliation)shot same as other vehicles, rider cannot be individually targeted
can declare a charge - rider is considered to be in base to base with
all models in base to base with the chariot, can strike and be struck as
such, cannot be locked in combat, can't do a challenge+1 to armour saves
crew is considered part of the chariot, can't attack, etc (basically
ignored) Rider is fearless, can cause "Hammer of wrath" ->impact hit
but gets D6 attacks resolved at S6 AP- (as oppose to 1 at user S)Searchlights
1)searchlights used AFTER firing all weapons, can then choose to
illuminate target, if so also illuminates self. Illumination lasts until
the end of following turn. Illuminated units gain no benefit from
night fighting special rule. (I assume this means that if a target is
illuminated it doesn't get shrouded at 24-36" (+2 to cover save) or
stealth at 12-24" (+1 cover save)as a side note: extra armour gives crew stunned to crew shaken, not
extra hull points. and vehicles are easier to hide (only need 25% of
facing side to be obscured)Flyers
flyers can choose to use skyfire special rule at the start of shooting phase (i.e. normal BS for flyers, 6s for gorund)
standard: 6" combat, 12"cruising, 6" flat out (if a vehicle moves
cruising can only snap fire, combat can fire single weapon at BS, others
as snap shots)Fast: 6" combat, 12" cruising, 12" flat out (combat speed can shoot as
stationary, cruising can shoot two weapons at full BS and others as snap
shot)As Jink is a cover saver, yes it stacks with nightfighting
open topped vehicles: can be assaulted out of as in last edition
Bikes/Jump Infantry
if you charge a model behind a barricade/aegis defense line, you must take a dangerous terrain test.
Hammer of wrath (attack at I10 on charging), Jink(+5 cover if moving, 4+ if turbo boost), relentless
bikes turbo boost 12", jetbikes 24", eldar jetbikes 36"
otherwise no changes I believe
Bikes are still relentless and +1Toughness
Psychic Powers
Beam psychic power type: choose a point within range. draw a line 1mm
thick between that point and middle of psyker base. first model hit at
full S. next model at S-1, etc. Buildings take a hit as if it were
another model and beam still continues. ruins/wall reduce beam strength
by one as if they had taken a hit and beam continues. Friends and foes
can be struck by said beamperils of the warp: double 1s or double 6s. 1 wound with no saves of any kind allowed. double 1s still pass
no you do not. specifically states deny the witch does not work on force
weapons. in addition deny the witch only works on offensive powers
that target enemy units. Your enemy cannot deny the witch if the power
targets your own squads.as psychic hoods now only augment deny the witch by allowing all units
within 6" take the psykers deny the witch roll, this means that
augmentative psychic powers are AWESOME I reckon.and on that note, alot of the "divination" powers are similar to the
eldar powers, so you won't need to take eldrad as an ally to augment
vect or anyone else for that matter...."The Force USR (pg37) says they do, so long as the psyker expends a warp
charge and passes a psychic test. No Deny the Witch saves vs this
either.USRs
Relentless models shoot; heavy, salvo and ordnance weapons counting as
stationary even if they moved. They are also allowed to charge in the
same turn they fired heavy, ordnance, rapid fire and salvoInstant death, much the same as before
Eternal warrior ignores instant death
No different levels of two abilities
FNP saves are taken after saves, invul included (so yes you can take both).
FNP cannot be made against unsaved wounds that inflict instant death but there are no restrictions for AP1-2 weapons
Deepstrike mishaps are now 1: Destroyed, 2-3: misplaced, 4-6: delayed
Infiltrate
set up the same
"a unit that deploys using these rules cannot charge in the first turn" --> bummer!!!!
IC can join infiltrators during deployment and infiltrate with them (even if they do not have infiltrate)
otherwise I believe it is the same
Acute senses: re roll if you arrive on a random table edge (outflank included)
outflank: I can't see any major changes
scout: infantry, artillery, walker and MC redeploy within 6", others
redeploy within 12". Must remain 12" away from enemies. cannot charge in
first turn. Otherwise the same (I believe)Move through cover: role an extra D6 when rolling to move thorugh
difficult terrain, pick the highest. Automatically pass dangerous
terrain tests (!!) has no affect on charge or impact testsas stated by others FNP does not work on force weapons as =instant death
I cannot think of any ways that we can manipulate things pro tyranids
yet (although trust me I'm thinking about it, they're my army!) -
although the changes to dangerous terrain and night fighting are massive
boosts for venomthropes (I can explain my thoughts more if you're
interested )Allies
I have looked over it though and I can see no limitations on special characters named/independant or otherwise.
interestingly even battle brothers (best tupe) cannot embark in allied
transports although they act as friendly/models of same army for
practically everything else (i.e. IC joining and psychic powers)If special characters can be used as allies? can you benefit from there
special rules such as fateweaver letting you re-roll saves?1) yes
2)if you are battle brothers yes, any other type of ally - no
Allies: one allied detachment per primary detachment (so at 2000 points
where you can take two primary detachments, if you take a second
primary detachment you can also take a second allied detachment,
although as you can imagine this will chew up a lot of points)There is no indication that this is not for normal games, so yes this is for standard games
Misc
I have come across absolutely no indication of forgeworld except that some of the army pictures have forgeworld models
Wound allocation:
choose the model closest to the firing unit. this model then takes a
wound. if it passes it takes another wound, this continues until that
model fails. his wounds are reduced by one. If this reduces his wounds
to 0 he is removed as a casualty. you then pick the next closest model
to the firing unit and repeat the process. This process is essentially
the same if you have different armour saves/toughness/wargear/weapons.
So it is the closest model that matters. So potentially one model could
take 20 wounds for an entire squad - go space wolf terminator squad
leaders...