• Welcome, Guest. Please login.
 
July 04, 2024, 06:13:27 pm

News:

Come to our store on 1½ Whip-Ma-Whop-Ma-Gate, York and play more games....


New 6th Edition rules

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

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

fatolaf

Quote from: Nick on June 21, 2012, 12:32:39 pm
Though I'm sad that they have no psykers of their own ... :cry:

Same with my fluffy Robots, not even one little psykic lore? Just one please GW  :cool3:

Of course ignoring the fact that 'mind shackle scarabs; is 1000% bent

shadownova24

been reading up on the chaos rumors they are awesome Ahriman powers cannot be stopped by hood ACE
Brought : To much
Painted : not enough

fatolaf

Quote from: shadownova24 on June 21, 2012, 01:53:57 pm
been reading up on the chaos rumors they are awesome Ahriman powers cannot be stopped by hood ACE

FAR to early for any of them to be true buddy, GW have been very good at keeping things under wraps

shadownova24

Quote from: fatolaf on June 21, 2012, 01:56:32 pm
FAR to early for any of them to be true buddy, GW have been very good at keeping things under wraps

ofc i did say rumors which intels it might be fauls
Brought : To much
Painted : not enough

fatolaf

Quote from: shadownova24 on June 21, 2012, 02:03:41 pm
ofc i did say rumors which intels it might be fauls

Just did not want you getting too excited  :cool3:

Angelus Mortifer

How about this for a tidbit:

"Allies:

there is 4 classifications.

- battle brothers - these allies are truly freinds and benefit from each othersuniversal special rules, psychic powers, and everything, they act as one force.

- allies of convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independant armies on the table.

- desperate allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 if the roll is failed your allies do nothing for the tunr as they are whatching you for betrayal.

- not before the apocolypse - these armies listed here can never be allies.


allies is very random, tyranids have NO allies at all. everyone else can almost all ally in some form or another"

Also, it's really looking like normal power weapons (swords and claws) are confirmed as S of the user and AP3 (Mephiston and the Sanguinary Guard just broke out into broad smiles); Power Axes are S+1 AP2 but with reduced I (unclear by what though); Fists and Chainfists are Sx2 AP2 and I1; Thunderhammers are like Fists with "Concussive", so the same as current 5th Ed.

No Psychic phase. "Spells" are cast the same way as 5th and in relation to Turns/Phases. Basic Psykers are Mastery 1 and can only cast the new abilities once per turn (Warp Charge 1). Upgrade Psykers are Mastery 2 and can cast either two Warp Charge 1s per turn, or one Warp Charge 2. Psychic Characters go up to Mastery 4 and with the same casting options only increased because of their Mastery level.

Perils of the Warp is the same but no saves of ANY kind.

Hoods are nerfed - 6" range buffing a unit's basic "Deny the Witch" from 6+ to 4+ to dispel. Only useable against abilities that specifically target a unit. So Preferred Enemy cast on one of ypour own units cannot be dispelled even within range.

You can only disembark from vehicles if it moves 0-6", though unclear on what Assault Ramps/Vehicles have as an alternative. You disembark from base contact of the access point (not the current 2" from), so only basic movement to get out and back in again.

Preferred Enemy is now apparently just for Shooting. "Hatred" is the CC equivalent??

"Wound Allocation

wound allocation is done closest to furthest. so you take 6 wounds on a tactical squad with a librarian attached.

the 6 models closest to the enemy unit that is shooting take 6 wounds than you roll for saves.

in CC its just closest to closest are hitting each other. so positioning is key.

any models equal distance away from the enemy are randomly rolled for to see who is hit

Mixed Armout Types

as above, each model is wounded and you take saves based on what was hit. so 3 wolfgaurd terms and 2 normal wolfgaurd get 6 hits, working from the front each model takes a wound, then you go back to the front and the closest model to the enemy takes the last wound, you then roll your saves for each armour type."

"FORCE WEAPONS additional?
force weapons are as follows

grey knights force weapons are AP3 like power weapons

force staff - 2+ strength AP4
force axe - 1+ strenght, AP1, INITATIVE 1.
force sword - ap 3 normal initative.

grey knight and units or models with special force weapons do NOT follow this chart and use there codex versions.

to show what a force weapon type your using, you just look at the model and whatever it is modelled with is what you get, no points differential."

"Flyers eg stormraven/talon, ork bomber, valkyrie, all those flyer based units will now be classed as flyers

flyers have 2 hull points
they always have a 5+ cover save and MUST move a minimum of 18 inches per turn. they have a rule that allows them to move 18 and shoot up to 4 weapons per turn. the can also move 24'' which counts as cruising speed.
if they move under 18 inches in a turn they count as wrecked
any unit shooting at flyer require 6's to hit unless you have the skyhammer rule which allows you to hit them with your normal ballistic skill."


That'll do for now, although apparently there may not be any restriction on named character allies (!!!!)
"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

BTW - Grey Knights appear NOT to have any Allies classed as "Battle Brothers" - so no sharing abilities....
"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

"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

Correction...

"PREFFERED ENEMY: reroll all ones to hit in close combat and shooting. my apologies, iv never had to use the rule so i thought 5th ed had the same rule just minus shooting."
"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

lagar312

So only Power fist/Axes and Thunderhammers are AP 1/2.....

Me think terminator could be a mare to deal with in CC now unless they've nerfed the 2+ armor save!!