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New 6th Edition rules

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

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Angelus Mortifer

Extension to the cover save rumour is that Ruins remain 4+, pretty much everything else goes up to a 5+ or worse.
"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus

Meals

Quote from: Garzini on June 15, 2012, 08:59:00 am
I meant in their turn.. are they like fantasy dwarfs? (skipping the phase entirely) or will there be some "remains in play" effects that they could nullify (dispel).

I'm not completely against the idea of a phase, but those armies that don't use psychics now have something that they can actually feel that they are missing out on, rather than the current system which just just treats psychics as another ability that is used as and when needed.

also, how many powers (and trust me, I don't know most of them) would be be used "out of phase", like the Dark Angels Force Barrier, which allows a psychic test when the Librarian takes a wound.

psychic cards hohever, i'm all for, because I hate flicking through the rulebook during a game.

My best guess, is that all current psyker spells will be completely null and void when 6th comes out. Spells like Force Barrier (if included) will become augments etc, and will be completely cast in your turn, like fantasy.

Given that 90% of spells these days are a complete mess ruleswise, I look forward to the new spells (For the reference, I'm gonna call them that forever to piss all you 40k players off  :wink;m::)
There is no problem in life that can't be solved with Heroic Killing Blow:
Plague Furnace, Abomination, Hydra, Wyvern, Arachnarok, Engine of the Gods, Zombie Dragon, Vargulf, Hellcannon. To be continued...

If we assume that there are infinite universes, then in at least one of them, I'm banging Emma Watson. Awesome!

Garzini

I already call psychic powers spells, and my gretchin/grots are space goblins dammit!
Charge.  Flee.  Your Turn.

Angelus Mortifer

All but confirmed now:

Pre-order - 23rd June
Release - 30th June (in time for the last Planet OG  :thumbsup:)

Also, for you metalheads out there:

Orikan the Deviner and Anrakyr the Traveller released on 21st July in Finecast.

(edit - actually, checking again, there is a metric-fcuk-ton of other blister type releases on the 21st July as well. Lots of Orks, Assassins and Retinues, some GK single models, a bunch of existing Tau stuff, and a smattering of Dark Eldar: Beastmasters etc).
"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus

Angelus Mortifer

Reported to be pretty much true:

"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-"

...which also confirms (if actually true) that the FOC stays and gets expanded, as opposed to going to percentages.

Looking quite interesting now...
"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus

fatolaf

Allies and Fortifications sound very intersting. I will be suprised however if Allies are allowed in tournies. I still think it will be an optional variant for big games or 'hobby' games as in 8th Ed WFB...

And yes as Seb stated, I will get the books probably by the Thursday, so if you preorder (this wknd) you will get your copy on the club night or at Planet OG

fatolaf

New WD is out in some parts, Warseer has the leaks


Quote
- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.

cunningmatt

Quote from: fatolaf on June 19, 2012, 01:18:17 pm
Allies and Fortifications sound very intersting. I will be suprised however if Allies are allowed in tournies. I still think it will be an optional variant for big games or 'hobby' games as in 8th Ed WFB...

And yes as Seb stated, I will get the books probably by the Thursday, so if you preorder (this wknd) you will get your copy on the club night or at Planet OG

Is the boxed game out this month, or is it a few months later like Warhammer?


Procrastination by Numbers - Update 146:

I'm painting classic Dwarfs!! PbN Update 146

fatolaf

Will be a few months later, rumoured to be Chaos and Dark Angels

Cover of new book


Tom Hale

Whoop! DA on the cover! Screw you smurfs: 1st Legion, 1 Chapter!
HKB list: 2 STank 2 grey seers 2 furnaces warlord 4 Abomos Drakenhoff BSB 2 stegs GUO 4 BoN 2 gorgons goblin lord+LV4 4 Billys ogre bsb warshrine hydra 10 mornfang 3 slaughtermasters black+Star dragon great brayshaman 2 ironblaster 4 maneaters DE lv4 krox necro knight 7 DGKs luminark 2 huricanums war altar emp peg bsb 2 hellcannons skullcannon 2 Brett Lords The Green Knight kharibdyss Black Orc Warboss Peg Paladin nurgle DP Stonehorn