6. Edition-Gerüchte

  • Hallo zusammen,


    habe ich gerade zufällig auf Sphärentor gelesen - sehr wage und ich habe keine Ahnung ob es hier schon diskutiert wurde.
    Diskussionsthread hier: Diskussion, 6. Edition-Gerüchte



  • Hallo, so langsam beginnen Gerüchte über die kommende 6te Edition zu köcheln.
    Hier ein Anfang:


    "We, the gamers, are sitting on the receiving end of this dishonest
    policy once more. We are treated like children and that is exactly
    the goal of these changes. So here are some of their plans, as long as
    the info is available, to spoil some of their surprises:


    * first 6th edition codexes, but release before or with
    rulebook, small release with single or two waves: Black Templars (1
    waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x
    Finecast), Necrons (2 waves)




    * first real 6th edition codex: Codex Chaos Legions, really big
    release in three waves, doesn’t invalidate Codex Chaos Space Marines
    which gets extensive White Dwarf update as Codex Renegade Space Marines


    * two starter sets, each with rules, dices, movement markers,
    mission booklet, one with Dark Angels and fitting scenery, the other
    with Black Legion and Chaos scenery.


    You can combine both to play the campaign or use one set alone to play a
    selection of dumbed down scenarios against every other force, first
    starter set that comes with a model for a well established special
    character




    * 6th edition is finished rulewise for some time now, the
    overall goal is to fix some of the long time problems of the game
    system. Expect a lot more fundamental improvements than last edition.
    The rules were even more ambitious at some stage of development, but
    didn’t get approved as they were too far away from the established
    rules.


    The main designer left company and his successors brought the rules
    back in line with the existing codexes. The rules are nonetheless a
    bigger step forward than from 4th to 5th. Changes are so big that the
    next edition relies partial on erratas to fix old codexes. Development
    relied heavily on feedback of veteran playtesters. You can see some
    results of this new approach by the way the FAQs were handled in the
    last months. All codexes since Codex Tyranids were written with the new
    rules in mind, especially the new mission and reserve structure.


    * The main design goals are: one book to rule them all, heroic
    characters, visceral combat, streamlined mechanism, cleaned up
    presentation and strategy before chance * strong narrative focus on
    Chaos, perspective shifting from the Empire to the struggle between
    free races and the Warp


    * the biggest rule changes:


    - similar ballistic to hit chart as wound chart: compare BS to target’s
    speed and unit type. BS 3 hits moving infantry on 4+, but lightning
    fast jetbikes on 6+ and stationary tank on 2+… HUGE


    - victory points are back, but with another twist: you get two victory
    points if an unit holds an objective for an entire game turn, if a
    scoring unit holds one, you get three and one if you destroy a squad
    leader or vehicle


    - before the game there is a bidding contest for the opportunity of the
    first turn, if you bid more strategic points you can go first, but
    the enemy can spent these points on stratagems as in Cities of Death:
    22 generic stratagems


    – for example for one point you can decide on night fighting or place
    an automatic gun, for four you can shift your reserves, most expensive
    stratagems are at 12 points and are really drastic, every unspent
    point can be used once a game for a reroll


    - new turn sequence: prepare-movement-assault-shooting-consolidate new
    phase “consolidate” phase for random movements, jetpack movements,
    pursuits, morale checks/effects and resolving shooting reactions
    assault before shooting



    * big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:


    - flyer rules are incorporated in the main rules


    - narrative rule section that expands core rules: formations, super heavies, gaining experience

    *
    modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:



    - independent characters more powerful, armour save and invulnerable save at the same time



    - squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives



    - independent characters can snipe More visceral combat:


    - standard cover only 5+ now, Feel No Pain (1) only on 5+


    - slow slogging units very vulnerable


    * some weapon types are specialized in taking out specific unit
    types and are incredible good at doing this (sniper vs. infantry
    without armour), but on the other hand ordnance vs flyer isn’t going to
    do much streamlined:


    - no more random movement at all


    - 5 general types of psychic powers


    - wound allocation like 4th edition on unit basis, but attacker can
    chose every 5th wound to go to a single model (sniper weapon every
    second wound)


    - artillery is normal immobile vehicle squadron, crew has no other game
    purpose than to be a counter for rate of fire and attacks clean up
    of combusted rules:


    - there are tiers for most of the special rules. Instant Death (2)
    circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+,
    Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given,
    the special rule is tier 1.


    - no more difference between leadership test and morale test


    * terrain rules on a single page, true line of sight,
    non-vehicles models are ignored altogether, rules for special terrain
    like bunkers, ruins or deathworld mangroves in narrative rule section
    less randomness, more strategic options:


    - more elaborate reserve rules, can nominate turn of arrvial and has
    only small change to arrive earlier or later, or can intervene behind
    enemy lines, arrives randomly but can hinder enemy reserves, must be
    distributed evenly between turn two and three, later arrivals only
    randomly


    -no more random game length -no roll for first turn


    -deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous


    - movement impairing effects from pinning weapons even if morale check
    is passed (if roll is above halved Ld), Fearless not immune to this,
    but only effected if rolled over full Ld


    - more reactions to shooting than going to the ground depending on unit
    type and special rules. bikes can evade (3+ cover as same as before,
    but cannot assault or shoot next turn), jump troops can fly high,
    units with Stealth can attempt to vanish, …"


    Quelle: Blood of Kittens

    Bei Tabletopspielern ist es wie mit Hundebesitzern: Jeder glaubt es am besten zu wissen ^^

  • Von GW-Fanworld/ von heresy online:



  • my source stubbornly refuses to give me all interim codex erratas he was
    given. he fears that this can be used to trace him. But I convinced
    him that probably everyone involved has at least the space marine
    errata.


    Here we go:




    Codex Space Marines


    p.51


    And they Shall know Fear: Sworn Brothers, pass rally morale check
    automatically, if caught in sweeping advance, fights on and gets No
    Retreat hits


    p.53


    Chapter Banner: counts as as banner for assuming leadership, units in
    12” re-roll morale checks for heavy casualties, lost close combat, tank
    shock and pinning , rest unchanged


    p.55


    Nartheticum: Feel no Pain (1)


    Company Banner: counts as as banner for assuming leadership, units in
    12” re-roll morale checks for heavy casualties, lost close combat, tank
    shock and pinning , rest unchanged


    p. 56


    Librarians have power level 1, Epistolaries 2


    p. 57


    Smite: shooting power


    The Avengers: shooting power


    Quickening: modifying power, must target himself, used in preparation phase


    Null Zone: shock wave


    Might of Titans: modifying power, used at start of assault phase


    Gate of infinity: modifying power, used in movement phase


    Vortex of Doom: Rift power


    p.58


    Honour of the Chapter: Fearless (2) and Stubborn


    p. 62


    Heroic Intervention: can surge on turn of arrival, but not shoot


    p. 65


    Move Through Cover: Move Through Cover (2)


    p. 66


    Move Through Cover: Move Through Cover (1)


    Sniper Rifle: Sniper (1)


    p. 69


    Drop Pod Assault: Remaining drop pods are divided between rear guard,
    flank guard, cannot harry. Disembarking unit cannot assault even if
    unit has fleet.


    p. 73


    Thunderfire Gun: 1 crew marker, make additional S8, power weapon attack at I 1


    Tremor: unit already in cover cannot force a surge


    p. 75:


    Cerberus Launcher: additionally units disembarking from moving vehicle have Fleet


    p. 81


    Power of the machine spirit: can fire one more weapon, advanced rules: can still cause directed wounds if diverting fire


    Assault vehicle: units disembarking from moving vehicle have Fleet


    p. 84


    God of War: Fearless (2) for every unit with combat tactics


    p. 85


    Surprise Attack: no effect without advanced rules in play


    Rites of Battle: re-roll any failed morale check for pinning, heavy casualties, tank shock or lost close combat


    Talassarian Tempest Blade: Instant Death (1)


    Mantle of Suzerain: Fell no Pain (1)


    p. 86


    Hood of Hellfire: power level 3


    p. 87


    Feel no Pain: Feel no Pain (1)


    p. 88


    Eye of Vengeance: controlling player can choose, to which armour group Telion’s wounds go


    Stalker Pattern Boltgun: Rending (1)


    p. 92


    Chapter Tactics: Fleet (1), when disembarked from moving vehicle unit
    can advance, but not charge (except from Land raider and Land Speeder
    Storm)


    The Raven’s Talons: Rending(1)


    p. 94


    Moondrakkan: can charged even if moves flat out


    Moonfang: ID (1)


    p. 95


    Fearless: Fearless (2) and Stubborn


    p.97


    Assault Cannon: Rending (1)


    p. 98


    Master-crafted Weapons: has master-crafted rule


    p. 100


    Camo Cloaks: Stealth (1)


    p.103


    Dozer Blades: can re-roll dangerous terrain tests


    p.129-143


    Chapter Champion, Company Champion and Sergeants are squad leaders,
    Servitor units and attack bike squadrons can nominate one model as
    squad leader




    I have another Q&A session this afternoon. I can probably relay questions. At least I can try. So shoot away.


    Quelle: Dakkadakka

    Bei Tabletopspielern ist es wie mit Hundebesitzern: Jeder glaubt es am besten zu wissen ^^

  • Und weiter gehts:

    Quelle: GWFW (und die habens von BoK, glaube ich^^)


    MfG,
    Archaon


    Gib mir Gelassenheit, Dinge hinzunehmen, die ich nicht ändern kann.
    Gib mir den Mut, Dinge zu ändern, die ich ändern kann.
    Und gib mir die Weisheit, das eine vom anderen zu unterscheiden!

    ARTHUR SCHOPENHAUER (1788-1860)


  • http://www.lounge.belloflostsouls.ne...ad.php?t=16544


    viel neues von BoLs.



  • Zitat

    Just asked my source about the two Chaos books ghost21 mentioned. He said that Legions was coming first and that Renegades would first get a WD article soon after that and that a new Codex would come out later (about 1-2 years after the WD article).


    For those worried that Tau Empire aren't going to be as mean as a post-6th Edition Codex, fear not. From what my source said, the last several Codex books are going to have "the shortest FAQs in the rulebook" as they were "designed with the 6th Edition rules in mind."


    Von Dakkadakka


    In einem Necronthread auf Warseer habe ich außerdem noch folgendes aufgeschnappt, als es um die Necronsniper ging, im Hinblick auf die (generellen Regeln) der 6. Edition:



    Das wäre ein enormer Boost für fast jegliche Standardinfanterie! Allen vorran dem normalen Space Marine.
    Außerdem würden diese Gerüchte den Necrons gleich nochmal nen Schub verpassen... da würde Erzfeind bei Desis Sinn machen...

    Die Emukraft, die alles schafft!


    - Eure Order lautet: Vernichtet den Anwärter. -


    Die letzte Prüfung!? ist eine actionlastige Science Fiction Geschichte in meinem eigenen Universum. More to come.

    Einmal editiert, zuletzt von Kampfemu ()


  • In der Quelle ist noch ein Bild dazu
    http://www.warseer.com/forums/showthread.php?t=322603

  • Hab das mal aus dem Spährentor kopiert


    +++ Meldung verfasst am 07. November 2011 +++ Autor: Torwächter


    Seit der 3rd Edition bedeuten Schnellfeuerwaffen, dass man entweder zwei Schüsse auf 12 Zoll abfeuern kann, egal ob in Bewegung oder stationär, oder einen einzelnen Schuss auf 24 Zoll, aber nur solange man stationär bleibt. In der 6. Edition könnte sich das ändern, Gerüchten zufolge soll man in Bewegung entweder einen Schuss auf 24 Zoll oder zwei Schüsse auf 12 Zoll Reichweite abgeben können, und im Stationären zwei Schüsse auf bis zu 24 Zoll Entfernung.


    Schnellfeuerwaffen würden somit nun sowohl mobiler werden als auch mehr Feuerkraft aufbieten. Der neue Necron-Codex enthält passenderweise viele Schnellfeuerwaffen, eine Kategorie die bislang eher ein Schattendasein fristete, und dies macht das Gerücht relativ plausibel. Stark von dieser Regeländerung würden neben den (Chaos) Space Marines auch die Tau profitieren, und zufälligerweise stehen die Tau als nächstes und die Chaos Space Marines als übernächstes an.



    Quelle: Bell of Lost Souls

  • Auf Dakka sorgt seit heute Morgen dieser Thread für etwas Aufregung:


    http://www.dakkadakka.com/dakkaforum/posts/list/422519.page


    Auf seite 10 findet sich ein noch funktionierender Link siehe unten.
    Es handelt sich um eine .rar Datei die 2 pdf enthält und soweit ich das überprüfen konnte keine Viren oä beinhaltet.
    Das Passwort lautet: pancake


    Sollte es sich um einen Fake handeln, dann ist es einer der aufwendigsten die ich je gesehen habe.
    Aber entscheidet selbst was ihr davon haltet.


    Grüße
    Pheromant


    Hier der Link von besagter Seite 10: www.4shared.com/rar/DEqNdglr/warhammer_40k_6th_edition_rule.html

    "We are the Necrontyr. We are legion.
    We claim dominion over this world...surrender and Die."

    3 Mal editiert, zuletzt von Pheromant ()

  • Hier gibts direkt was (von 40 Kings):


    6. Edition Gerüchte:


    • This is a new statline that works with BS to determine if hit a unit


    Evasion (EV)


    The Evasion Value indicates how hard it is to hit


    the model. The smaller and faster, the better the


    Evasion Value of a warrior. This characteristic is


    not part of the model’s profile as it depends on


    the speed of the model. A moving Tau Fire


    Warrior has an Evasion of 3, a stationary Land


    Raider tank only an Evasion of 1. This


    characteristic is described on page 70.


    • Cover Save are now 5+ looks like for many things


    • Wound allocation: Back to 4th ed we go! All wounds are distributed
      by armor type, multi-wound models count for as many models as they have
      remaining wounds. Sarge and his special weapon buddies are last to die.


    • Running in the movement phase….most of us do this already!


    • Instant Death, this is awesome! Instant death is totally changed,
      if your toughness is exceeded by 4 points of strength you take 2 wounds.
      By 5, 3 wounds, etc. Tyranids, rejoice!


    • If you double your opponent’s WS, you hit on 2′s in combat!


    • If you double your opponent’s WS, you hit on 2′s in combat! If
      their WS is double yours, you hit on a 5, triple, you hit on a 6!


    • Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is Rigid 4+


    • Removed from play now just means removed as a casualty. Necrons get a break from JotWW!


    • Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a
      3+, if normally hitting on a 3+, now hits on a 2+. If you choose to
      shoot at a unit that you have PE against, but don’t, you lost the rule
      for the rest of the game! Now Destroyers with preferred enemy:
      Everything! makes sense!


    • Tiers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID


    • If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.


    • Falling back is now your movement + D6″


    • some units can cause Terror which triggers a morale check


    • Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles


    • Broken units automatically fail their morale if they lose a combat.


    • Surrounded: if broken and falling back, if you end your move within
      12″ of an unengaged enemy model, the unit is destroyed! Wow!


    • Tactical Retreat: If a unit falls off the board, they are removed
      from play but does not count as destroyed. You can choose to leave the
      game and not give up a KP or VPs.


    • Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.


    • Tiered fearlessness: can be pinned or shaken. Nice! Fearless units
      are subject to rules but are better against them. Level 3 fearless
      ignores everything, though. Stubborn the same. Cold Blooded new rule
      allows you to choose to pass or fail. ATSKNF largely remains the same.


    • Critical hits: this is a blanket rule that automatically wounds and
      ignores all saves but invulnerable, vehicles take a penetrating hit.
      Triggered by certain attacks and difficult terrain roles, which now are
      on a 6, not a 1.


    • new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.


    • Cover saves now 5+ for all but fortified ruins.


    • Skilled Rider now IGNORES difficult terrain checks.


    • Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.


    • Move through cover: run/cruise through difficult terrain.


    • Turn phases: Move, Assault, Shoot, Consolidate


    • BIG! In order to control a mission objective, you must have it for an ENTIRE turn.


    • Turns are defined, things that occur :at the beginning of the turn” are clearly defined.


    • Cruise and Combat speed are for all units now, cruising or running
      for infantry, is a straight double movement, no more random roll.


    • You cannot shoot before charging anymore. A Charge is a double move.


    • Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase


    • Flat Out: Triple movement


    • Fleet adds 2″ to your movement value!


    • Fast rule: shoot twice if stationary, shoot normally after moving or charging


    • Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″


    • Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10


    • In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.


    • BIG RULE: No Retreat is now a critical hit for every wound you lost
      combat by (ignores armor) but you can pass a morale check with a -1 for
      every wound you lost combat by. Wow, that levels the playing field, a
      LOT!


    • Sweeping advance: if you lose combat and fail a morale, you roll 5+
      and break out of combat or are destroyed. If your In is higher than the
      pursuing unit’s In, you break off on a 4+


    • 3″ consolidation


    • Hit and Run now only 3″, but can now shoot in the following shooting phase


    • Hulk rule: can not attack in HtH


    • Intractable rule: cannot be bound in HtH


    • All models with a base (infantry, walkers, MCs) do NOT block LOS.
      They grant a 5+ cover unless the squad leader of the firing unit can not
      see the target unit, in which case the save is a 4+


    • Look out sarge: a unit can force a cover save to a unit behind it,
      even if normally the target unit would not get a save, but the
      intervening unit takes a critical wound for every save that is passed


    • Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions,
      walkers, super-heavies -1 Ev. Stationary -1. Jink +1, Swarm +1, Flyer
      always a 6, point blank (squad leader is within 12″) EV always 3


    • Divide fire: if you have the divide fire rule, you can give up a
      shot to shoot all remaining weapons at different targets! A vehicle that
      holds still can do some serious work, but is easier to hit.


    • Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.


    • Multi-Targeting: if you have this rule, you can double your shots
      if you hold still!! Wowzers. If you have multi-targeting(3) you can
      shoot three times. If you hold still, you shoot 6 times!


    • Overwatch! If an enemy unit ends its move within 12″ of a unit with
      this ability, they can perform a defensive shooting action at them out
      of sequence


    • Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″


    • Tiered stealth: +1. 2. 3 etc.


    • Swarms: eternal warrior (1), +1 evade, vulnerable to blasts


    • veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.


    • Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes


    • In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.


    • You can only regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.


    • Patch up: bye bye wound allocation tricks! If you have more than
      one multi-wound model with a wound, take a wound from one and give it to
      another until only one model remains with less than full wounds! Peace
      out, Draigowing!


    • Defensive fire: you can shoot a unit that comes within 12″ out of
      sequence with this rule. Nice! shoot units as they assault you.


    • Charge by CHance: sounds like over-watch but for assault. If a unit
      appears within 6″ of the unit with this rule, it can assault that unit.
      Sounds like shooting a transport, blowing up it up, then assaulting the
      unit inside.


    • Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″


    • assault weapons count as a secondary close combat weapon in HtH


    • Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions


    • “bomb” type weapons are fired in the movement phase


    • grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1


    • Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.


    • Grenade launchers halve the WS of the defending unit when attacking them with grenades


    • ID causes an additional wound even if the str value of the attack
      isn’t high enough to normally cause ID. Eternal warrior block ID if the
      tier is higher.


    • master crafted rerolls a miss, multiple master crafted weapons of
      the same type in the same unit reroll one miss per model with the rule
      (speeds things up a lot)


    • coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.


    • Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the
      number x 2 (always scatters). So if you hit on a 4, you can only ever
      scatter 4″ max!


    • Template weapons: can shoot out 3″ from the firing model unless
      otherwise greater, if it hits the firing point of a vehicle or bastion,
      D3 models inside are hit! Can be fired in the turn you assault, hitting
      D6 times on the target unit at the weapons str and ap.


    • blast weapons hit as described above. Any model partially under the
      template gets hit at full strength (even vehicles). If the blast hits a
      vehicle, full strength to armor in firer’s facing. If not on vehicle,
      full strength to armor facing the center of the blast but -3 on the
      damage table.


    • Multiple blasts: fire one weapon as “lead.” Resolve where it lands,
      all secondary shots must touch the preceding template and hit as many
      enemy models as possible, moving towards the enemy unit if the shot
      missed. Wow. Faster, and much deadlier.


    • Rail Weapons: awesome! Target a model within range, even if not in
      LOS. Roll to hit as with a blast weapon. After final point is
      determined, draw a line between point and firing unit. All units under
      the line take as many hits as models under the line. Holy crap, this can
      rape tanks! A Hammerhead could theoretically hit as many tanks as are
      in a straight line and in range! Models out of LOS get a 4+. Multiple
      rail weapons resolve simultaneously, indirect rail weapons only grant a
      cover save if the unit is in area terrain.


    • Barrage: roll to hit as with blast weapon. If target is out of LOS
      you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you
      scatter double the die roll. On a BS miss, you scatter as normal.


    • Bombing is a free action done in the movement phase


    • AA weapons always hit target as if it were evade 3


    • Entangling weapons cause target to be in difficult and dangerous


    • pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.


    • Snipers are finally legit! All sniper weapons are pinning, rending,
      directed hits! Wow, they can choose who they can hit! Finally.


    • Targeter: shooting unit makes target count as stationary for EV purposes.


    • Twin-linked template weapons increase their range to 6?. Wow, twin flamers now shoot farther instead of rerolling to wound.


    • Rapid fire weapons fire like assault weapons now, meaning they can
      always fire once out to max range, and an additional shot if within 12?.
      Nice!


    • Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.


    • Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.


    • Monstrous creatures now hit with a weapon that is 2xS, ap 2


    • All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.


    • whitchblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.


    • Melta bombs finally have the melta rule and ap!


    • Psychic Hood: roll a D6 if within 24?, add mastery level, blocker
      needs to beat defender to stop power. Can’t be used inside a transport.


    • Unit Types:


    • Infantry: 6? move, 12? run or charge


    • Beasts or Calvary: move 7?, charge 21?, run 14?


    • Jump Infantry: move 9?, charge or run 18?, deep strike


    • Flying Infantry: airborne, move 9?, run or charge 18?, deep strike


    • Jet Pack: move 6?, airborne, draw back, deep strike, 12? charge or run


    • Bikes: move 8?, charge or run 16?, fast, multi-targeting (1), jink,
      +1 toughness against shooting attacks only, more resistant to ID


    • Jetbikes: move like bikes, plus airborne, and draw back for Eldar


    • MC’s: massive, monstrous, multi-targeting (2), relentless


    • Gargantuan Creatures: 9? move, fearless (3) and a host of other rules


    • Ground Vehicle: any vehicle not specified is a ground vehicle, move
      6?, fearless (2), hulk, intractable, multi-targeting(1), relentless


    • Skimmer: move 8?, same rules as ground vehicle but also airborne


    • Fast Skimmer: same as skimmer but also: jink, fast


    • walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless


    • artillery: same as above but also crew, crew members are markers
      that represent firing models. take one away every time the vehicle
      suffers an unsaved glancing or penetrating hit.


    • Fortifications: same as above bu also hulk and immobile


    • Characters


    • special rule: covering fire: Character forgoes shooting to allow
      unit to have one directed shot if the unit rolls at least 3, 6?s to hit.


    • Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.


    • Characters have directed hit rule in HtH and shooting!


    • Characters can either be a squad leader or an IC.


    • Squad leaders are really important. They determine characteristic
      tests, facing for shooting at vehicles, seeing if the enemy unit is in
      cover, point blank range, etc.


    • If squad leader dies, another model takes his/her place.


    • IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.


    • Psykers


    • Psykers can perform one “power” type action per level of mastery.
      Mastery goes from one to 6. Humans rarely exceed 3, Eldar or Daemons
      rarely exceed 5.


    • All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.


    • Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.


    • Psyker squads are cleared up. One model counts as using the power.


    • Any psyker can attempt to stop a power, works on a 5+ so long as the defender is not in a vehicle and within 24?


    • Vehicles


    • No vehicles can go up levels in a building anymore, even walkers.


    • Terrain checks for every piece of terrain moved through.


    • Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.


    • “Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo!


    • Super heavies: -3 on the damage table.


    • weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.


    • Immobilized 2 times = dead.


    • Explodes is now d6? radius. All units in range, or that were
      embarked roll a d6 for as many models as were hit. On a 6, the unit
      takes a critical hit. Exploded vehicles leave no debris behind.


    • wrecks are a 5+, difficult, dangerous


    • hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.


    • skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.


    • Sqaudrons: any stunned, shaken, immobilized result ignored on a 5+
      with +1 for each vehicle in the squadron. If test is failed, each
      vehicle in the squadron suffers the result.


    • smoke=5+ cover


    • dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop


    • repair rules got WAY better: on a 5+, repairing model removes a
      shaken, stunned, immobile or weapon destroyed result. Or, can boost the
      vehicle with the same role to add a level of multi-targeting!
      Techmairnes and Techpriests just got waaaaay cooler.


    Codexupdates: http://www.40kings.de/wp-conte…2012/01/Codex-Updates.pdf

    Bei Tabletopspielern ist es wie mit Hundebesitzern: Jeder glaubt es am besten zu wissen ^^

    Einmal editiert, zuletzt von Mäxico ()

  • Hier wird die 6te Edi aus den Gerüchten als Testversion bestätigt. Zusätzlich gibt es Infos darüber welche Neuerungen es vermutlich nicht in das fertige Buch schaffen werden.


    Quelle: Beasts of War


    "The 40K Heretics Rulebook is Real… Only it’s Not!


    Yes… you heard that correctly. After a lot of digging and snooping
    around the inside of the great citadel (or should that be Citadel) that
    is Games Workshop, we have some very interesting news about the
    so-called Heretics 40K Rulebook… or the 6th Edition Leak for those with
    little flair for the dramatic!


    It turns out that this is in fact an actual early version of the 6th
    Edition rules… but not quite. Apparently the Design department were let
    loose on the 40K system… they were allowed to try anything they fancied…
    we’re told that nothing was off the table. This “no-holds-barred”
    version was then edited down with the truly unworkable ideas removed and
    those that could prove to be exciting or contentious left in to be
    play-tested… so was born the Heretics 40K Rulebook!


    This version was sent to trusted play-testers. Who like all trusted
    minions… were turned by the promise of power… or in this case internet
    notoriety and likely splurted the document all over the web!


    I actually found this explanation to be not just more plausible (than
    the lone gunman theory) but a real breath of fresh air from the ‘Ivory
    Citadel’, and to me at least it shows a high level of innovation within
    the design team, and also shows that there is no shortage of ideas
    knocking around in there.


    Word has it the design team had a real blast with this iteration of the
    rules (loved it apparently) but spotted alot of potential for asshats to
    ruin it for everyone else with unbalanced lists etc.


    And there you have the crux of the issue the design team face, they
    could probably create a massively fun game at the drop of the hat, and
    simple folk like me wold love them dearly for it, but alas there is a
    whole other side (some say dark, Darrel says only!) to our hobby and
    that is the competitive win at all costs play.


    So, fun as they may be, they’re not the final (or indeed likely to be
    anything like the complete) rule set for 6th edition… but what were we
    told about the actual 6th Edition Rules?


    Well some really interesting stuff. For a start here’s what will not be included from the Heretics Rulebook:


    Evasion Values are Out – well this was a given… I’m sure every Dark
    Eldar player was praying for the day that their skimmers and flyers
    didn’t fall over in a stiff breeze, but that’s not all. Our Man in
    Havana has told us that Dark Eldar players will be very pleased with the
    6th Edition updates.


    Could that mean an overhaul of the skimmer rules… could it mean more deadly flyers?


    Of course it could mean one, both or neither. However, more robust
    transports would make the Dark Eldar much more deadly… so keep your eyes
    peeled for more revelations.


    The Turn Sequence will remain the same – The biggest shake-up and the
    one that would mean a rewrite of Assault weapons and the death of
    certain “shooty armies” ( Tao ), was the turn structure that put
    charging/melee before shooting. I would say it was unrealistic, but in a
    world of extra-terrestrial and supernatural horrors, where mankind has
    moved to the stars… that’s probably a bit redundant.


    Anyway… the turn structure will remain the same as it is now.


    No Unit by Unit Activation – Yup that was pretty disappointing for me,
    (but who knows everything we have been told could well be misinformation
    too!) I was sooo looking forward to faster more intricate games with
    that option.


    Gargantuan Creatures will remain with Forge World & Apocalypse Games
    – That’s right… probably no supersized tanks and critters for the main
    rulebook… but does that mean we won’t get any Aracknarok-sized monsters?


    Well it hasn’t been ruled out, and as Land Raiders are already that
    size, it’s doesn’t take a genius to think we’ll be getting more big
    kits.


    In fact that was one of the discussions… we all like to gripe about GW prices.


    However, it was explained that GW are investing all the time in new
    kits, new moulds, more people (sculpting team is largest its ever been
    apparently) and a bigger and better gaming experience… you can take that
    at face value if you wish… but if it means more plastic kits (and fewer
    Finecast), and more big bad creatures and machines is it worth it?


    So who will be writing this new 6th Edition Rulebook I hear you cry?


    Well as you can imagine the creation of a new rule set of this scale is a
    team effort… but some poor soul has to captain this vessel… so who is
    it?


    Well… that really is top secret and even we couldn’t get the name (and
    you can’t use thumbscrews these days!)… but we did find out who it
    isn’t.


    So here are a few names who might be involved, but won’t be the lead
    writer… Matt Ward, Robin Cruddace and Phil Kelly… but if not one of
    them… then who?


    Will you need an update to your existing Codex when 6th Edition launches?


    We’re told that the new rule book was written to take into account the
    latest releases and so there’s no need to post a massive errata.


    However, we know that there are many codices that need a revamp. So I’m very sceptical that there will be “no need for an FAQ”.


    Although I’m always prepared to be proven wrong.


    So, there you go… that was an interesting conversation… and it doesn’t stop there.


    We got some more great bits of info that we’ll be able to share with you… but not quite yet… you’ll need to be patient.


    However, until then… feel free to speculate all you want… or post a
    question. Perhaps we can call a few guys and see if we can get you the
    inside track.


    Big caveats on this guys, in that while we’re confident that the
    contents of the article are accurate you are relying on our sources,
    and… well… there could be many ways in which it may not be accurate (not
    necessarily deliberate by a source either!) so take it that its just
    part of the business these days that while we do our best, there are no
    guarantees!


    All of that aside, is the Heretics 40K Rulebook good enough, different
    enough to warrant a following of its own? (I’m so tempted its unreal!)


    BoW Warren"

    Bei Tabletopspielern ist es wie mit Hundebesitzern: Jeder glaubt es am besten zu wissen ^^

  • Die Gerüchte zur Starterbox werden konkreter auf BoLS.


    Folgendes soll drin sein:


  • Und es gibt auch neue Gerüchte zur Edition selbst! Von BoLS:


    Zitat

    6th Edition
    -Many of the general concepts from magic from Warhammer Fantasy are coming to Warhammer 40,000.
    -There will be "lore equivalents"
    -Psychic powers will be generated randomly by psykers (like fantasy)
    -Entirely new rules for constructing army lists (~Look at Fantasy for hints)
    -The FOC may be history

  • Von Bok:


    Quelle: BoK

    "We are the Necrontyr. We are legion.
    We claim dominion over this world...surrender and Die."

  • Hi,
    und was zur Wundverteilung von BoLS

    Zitat

    RUMORED 6th Wound Allocation
    Wounds inflicted upon a target unit must be applied in order of closest models to the firing unit, with the owning player getting to assign the individual hits as he sees fit within the legal models selected.

    Example
    If a 5 man unit suffers 3 wounds (say 2 bolters, and a lascannon), the owning player must assign them to the three models closest to the firing unit (get out your tape measures), but you can assign the lascannon hit to any of the three models who were closest.


    Quelle:
    http://www.belloflostsouls.net…6th-wound-allocation.html

    Orksä va'lier'n niemalz nich'. Wenn wa gäwinn' , dann gäwinn wa. Wenn wa sterb'n, sind wa tot, also zählt dat nich' alz valorn. Wenn wa abhau'n, könn' wa wiedakomm'n um weitazumosch'n, also ha'm wa auch nich' valor'n, iz doch klar!

  • Die 6. Edition soll unmittelbar bevorstehen:


    Zukünftig keine zufällige Spiellänge mehr!


    "Interaktives" Gelände


    Quelle:
    http://natfka.blogspot.de/


    Eine Zusammenfassung findet sich zudem bei BoLS http://www.belloflostsouls.net…imminent-and-tidbits.html, die zudem noch folgenden Zusatz hat:

    Zitat

    - Finally there is word that an initial set of 6th product codes will become available for retailer ordering late June, including "new rulebook, templates, dice and either markers or cards for psychic powers" ~hmmm, sounds like WFB magic cards...