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New 6th Edition rules

Started by fatolaf, April 11, 2012, 05:18:16 pm

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fatolaf

From another forum

QuoteYes, I work in the studio and I can tell you some of the stuff we've been working on:

* Power armour down to 4+. It's a crutch that too many players rely on so we've decided to lower the save.
* Vehicles have a new damage table to try and counter the current mech trend:

1 - Shaken: May not shoot next turn
2 - Destroyed - Slight Knock: The vehicle is destroyed with no other effects.
3 - Destroyed - Explodes: The vehicle explodes. Remove it from the table. Any squad within D6" suffers D6 S3 hits.
4 - Destroyed - Really Explodes: The vehicle explodes. Remove it from the table. Everything on the board takes D6 S3 hits.
5 - Destroyed - Apocalyptic Explosion: The vehicle explodes. Remove it from the table. Everything on the board takes 2D6 S10 hits.
6 - Destroyed - Michael Bay: What the hell. How does this even happen. There's no physical way for one vehicle to explode so much or so many times. Remove everything on the board.

(For results 2-5 do not apply any of these effects to the contents of transport vehicles, it's all those Falcon gun platforms and Leman Russes that are the problem right?)
* No Retreat! removed. Nothing replaces it. We've forgotten to include any resolution at all for a Fearless unit losing combat so the game breaks every time you try now
* Psychic phase - This new and exciting phase will revolutionise 40k! After Movement you now have the Psychic phase. Roll 2D6 for your 'Winds of the Warp' - the player whose turn it is gets the number as their 'psychic dice' for the turn, their opponent gets the highest roll as their 'psychic dispel dice.' Grey Knights get 3D6 (but their opponent only gets the highest still) for no good reason. Tau are not psychic and so never get to defend in the psychic phase and Orks and Dark Eldar are iffy too regardless of whether or not their fluff suggests they'd have some kind of psychic defence.

There are 8 rulebook 'lores' and some races have individual lores tailored to their codex. Grey Knights get 3 and they're all the best. Tau are poop out of luck again, sorry. Should have had a warp presence, stupid space cows.

To cast a psychic power you pick a caster or 'psyker' in your army and roll a number of dice from your power pool (up to a maximum of 6) and attempt to equal or beat the power's 'spell level'. Any roll involving 2 or more 6s is cast with 'Irresistible Space Force' and cannot be dispelled but also involves a role on the 'Mispsychiccast' table. Otherwise the opponent may defend by rolling up to 6 dice to beat the caster's score. Both players may add the 'psychic level' of their wizard psyker to their roll.

We think this new, exciting and fresh idea will really add to the game!
* Orks win the 'xeno race completely ignored for a decade' prize for this edition. Sorry greenskin fans, hope you like 4th ed books. Sisters players might as well just get a Tesco bag and tie firmly over the head.
* Plasma increased by 5pts in every book.

Maybe take this with a pinch of salt though  :wink;m::

StraightSilver

Well if he works in the studio and is posting about 6th on a public forum he won't have a job for long!! :)

I cannot see power armour going back to 4+, unless cover saves go down to 5+.

6th is soon though, just a couple more months so I reckon we will start to see some more solid rumours soon.

Which forum was this from btw?

EDIT: Just read it all properly, was this posted April 1st by any chance? :)

fatolaf

Quote from: StraightSilver on April 11, 2012, 05:36:46 pm
EDIT: Just read it all properly, was this posted April 1st by any chance? :)

April the 2nd, but yes it is a joke.... :cool3:

maelzch

Love the "michael bay-splosion" result!
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

fatolaf

Some more rumours about 6th Ed and new codecs.........

QuoteMay
Next wave Necrons. Also a suprise wave of fliers (the DE Voidraven, Necron Fliers, an Ork Fightabomba and a aircraft for regular marines. Maybe stuff for other races wasn't sure)at the end of the month, with rules in WD

DA
Next Book.- Preorder at end of may for beginning on June release

6th Ed
End of June.

6th Ed starter box
Will not be released in the traditional pre-UK games day slot, and will likely be earlier (when he didn't say)

Chaos vs DA. DA includes 5 Ravenwing, 5 Deathwing, some Tac Marines and a Deathwing Commander.

Chaos includes some chosen, a sorceror and a boatload of cultists (He did say he didn't see a Dread - which is against every other rumour thus far I think - But he did admit only seeing some of the sprues- Sorceror also opens up possibilites of those plastic Plaguebearers we've heard about before)

Chaos
Will be before the box set, supposedly preorders up at the end of July.

Tau
November.

He claimed GW are trying to release 3 codexes and the main rule book this year, in addition to another fantasy book and the hobbit stuff, so releases may seem more closely packed than we're used to

noahtonkin

http://www.belloflostsouls.net/2012/05/40k-rumors-6th-floodgates-are-opening.html

Quote

I know all of these rumors sound bloody ridiculous but they may not be bad for the game at all. I have been chatting with the source for my documents, we both feel that based off of the csm codex that assaults off of consolidation will be back as well as possibly off the bloody deep strike. This is not only backed up by the fact that they are "nerfing" assault range, but also because of 2 special rules.

Mates say hello to bloody "snap fire" and the return of overwatch.

Snap fire - allows a unit to shoot at an attacking unit at bs 1 prior to being assaulted.

Also mates, since I'm posting I may as well add a snippet or two more to the firestorm...
Rhino's have 3 hull points, Landraiders and the defiler have 4. Any damage chart result other than wrecked or explodes will take 1 hull point away.

HQ's can now challenge each other just like in fantasy. This must be accepted by opponent or is played normal. HQ that wins, wins the assault for his unit.

Chaos units that kill a unit get to roll on a chart for gifts from a chaos lord very similar to the power from pain rule that Phil gave to DE.

Thousand sons are still relentless and still have ap 3 bolters.

Stand and shoot and challenges...
Quote from: Mike
Anyone bringing whats considered 'filth' submits themselves for a pre-game roshambo from everyone in the room at the time.
OG Games' latest foray into madness... http://ogforum.co.uk/index.php?topic=2794.0

House Martell. Unbowed, Unbent, Unbroken. House Tonkin, every sunday morning, Unbowed, Unbent...Broken!

maelzch

Liking the sound of assault off of consolidate, and maybe deep strike! Fear the rarrrgh!
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

roland murat

Challenges, charges reactions, eye of the gods and charging into new combats? Is this whfb or 40k?
Bought: 20
Painted: 11

Boo at Deathwing. Boo!

Steve H

This doesn't sound to great to me at the minute, but I'll hold judgement for now... Hooray for Dust Warfare!!!
In the style of Tom Hale... F*ck Ushabti!!!

itinerant

Things will change...people will get upset...most of us will still play the game and/or buy the models...

I'm looking forward to it. It will shake everything up, make all the cookie-cutter lists change...

Bring on July!