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 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"
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 types
All 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 rules
Monstrous 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 see
on 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 5th
I 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 normal
Are 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
phase
winged 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 restrictions
Pistols 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 models
3. 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
fired
Sniper 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 attack
Relic 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 beam
perils 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 salvo
Instant 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 tests
as 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...