Warhammer 40,000 6th edition: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
(A cartload of fresh rumors for the mill, (in)directly from the rulebook preview. Feel free to squee/rage/cry/troll at your heart's content.)
1d4chan>SFH
No edit summary
Line 1: Line 1:
[[File:40K 6th rulebook.jpg|thumb|350px|The fact that there's a new edition is no surprise. The fact that the cover features the [[Dark Angels]] instead of the [[Ultramarines]] is.]]
Apparently, we'll find out what shit's going down on the 16th.
Apparently, we'll find out what shit's going down on the 16th.
Also, the [[Ultramarines]] are now bum-chums with the [[Tau]], according to rumour. [[Rage|FFFFFFFFUUUUUUUUUUU-]]
Also, the [[Ultramarines]] are now bum-chums with the [[Tau]], according to rumour. [[Rage|FFFFFFFFUUUUUUUUUUU-]]
Line 84: Line 86:
*Fleet allows to re-roll Run distance, maybe even charge distance.
*Fleet allows to re-roll Run distance, maybe even charge distance.
*Weapon rules are much more generalized: "Rolls 2d6 on Armour Penetration" is now Armourbane, "Strikes at I1" is Unwieldy etc.
*Weapon rules are much more generalized: "Rolls 2d6 on Armour Penetration" is now Armourbane, "Strikes at I1" is Unwieldy etc.
[[Category:Warhammer 40,000]]

Revision as of 09:46, 25 June 2012

File:40K 6th rulebook.jpg
The fact that there's a new edition is no surprise. The fact that the cover features the Dark Angels instead of the Ultramarines is.

Apparently, we'll find out what shit's going down on the 16th. Also, the Ultramarines are now bum-chums with the Tau, according to rumour. FFFFFFFFUUUUUUUUUUU-

IT'S COMING!

A couple of basically confirmed rumors, taken directly from 3++, wich took them from Natfka, wich took them from some rulebook preview. Still take them with a pinch of salt.

Core System
  • Premeasurement a la WHFB.
  • Force Organization Chart is still the same, no percentages.
  • New FOC slot called Fortifications, lets you buy special terrain to place on the field.Fortifications range from 50p pieces of 4+ cover to 200+p big-ass fortresses.
  • Allies are in. Your army can include an allied detachment, with a limit of 1 HQ, 2 Troops,1 Elites, 1 Fast Attack and 1 Heavy Support. Alliances are classified by a table (best buds,untrusted etc.) but It's unknown if this will bring actual advantages or limitations.
  • Turn sequence is the same: Move, Shoot, Assault.
  • No new phases. No Psychic Phase, Magic Phase, Blowjob Phase or anything. Nothing of nothing.


Movement Phase

No changes, move along.


Shooting Phase
  • Rapid Fire weapons can fire one shot at full range even if the unit moved.
  • Sniper weapons let the owner allocate the Wound if you roll a 6 To Hit.
  • New weapon type: Salvo. Can either stay still and fire max shots at max range or move and fire half the shots at half the range.
  • Snap Fire: certain weapons can be fired on the move with BS 1. Blast weapons can never Snap Fire.
  • You can only kill as many models in a target unit as you can actually see.
  • Wound Allocation rules completely changed. No idea how.
  • When firing at a unit partially in cover, you can opt to Focus Fire. You can only kill exposed models, but they don't get a Cover Save.
  • Casualties are removed from closest to furthest.


Assault Phase
  • Random Charges are in, distance is 2d6".
  • Challenges are in, but work only for ICs. So no sacrificing a sergeant to ward off Abaddon the Despoiler.
  • Hammer of Wrath: Bikes and Jump Infantry get a single I10 attack when assaulting.
  • An assaulted unit can elect to Overwatch: simply Stand and Shoot 40k version. Shots are resolved at BS 1 and cannot cause Morale or Pinning Checks. Templates inflict d3 automatic hits.
  • A unit can Overwatch only once per turn.
  • A unit assaulting multiple enemy units suffers from multiple Overwatches.
  • A unit declaring multiple assaults suffers Disoriented Charge (no bonus attack).
  • Pile-In is reduced to 3" and is done in Initiative order.
  • Units can elect to auto-fail the Morale Check at the end of combat.
  • Close_Combat Weapons have an AP value. For example, Power Swords are "S: as user" AP3, Power Axes are S+1 AP2 but have an Initiative penality.


Vehicles
  • Flyers are in, with their own set of rules.
  • Vehicles are now limited to move 12", but in the Shooting Phase they can go Flat Out to move a further 6".
  • Primary and Defensive weapons are gone. You can fire most of your weapons most of the times, but moving faster will result in less weapons fired at basic BS and more with Snap Fire.
  • Fast vehicles can fire more weapons and Flat Out further, Fast Skimmers even more.
  • Moving Vehicles count as WS1.
  • Skimmers now get Jink, a permanent 5+ cover save, improved to 4+ if they go Flat Out.
  • Hull Points are in. They act as a sort of Hit Points for the vehicle. Each Penetrating Hit removes one Hull Point and prompts a roll on the Vehicle Damage Chart, Glancing Hits simply remove the point. a Vehicle out of Hull Points is Wrecked.
  • Most vehicles have 3 HP, Land Raiders and Monoliths have 4, Flyers have 2.
  • New Vehicle Damage Chart: 1-2 Shaken, 3 Stunned, 4 Weapon Destroyed, 5 Immobilized, 6 Explodes!. As said above, only Penetrating Hits roll.
  • AP2 weapons get +1 on Chart rolls, AP1 get +2, AP - is no longer -1.
  • No more "half strenght if the center hole is off".
  • Passengers can only disembark if the vehicle moved 6" or less.
  • Passengers count as moving if the vehicle moved 6" or less, if it moved more they can only Snap Fire.


Psychic Powers
  • NO PSYCHIC PHASE.
  • Psychic powers are cast just like in 5th ed.
  • Perils of the Warp ignores Invulnerable Saves.
  • All units get a 6++ against psychic powers, psykers get a better save.
  • Psychic powers are divided in Warp Charge 1 and 2. Only psykers with a Mastery Level of 2 or more can cast Warp Charge 2 powers.
  • Powers are divided in 5 disciplines, each with 7 or so powers.
  • There are 6 types of powers: Witchfire(Shooting Attack), Focused Witchfire(attack targetting a specific model), Malestrom(area of effect), Nova(enemy-only AOE), Blessing(buff) and Malediction(debuff).


Missions
  • Seizing Initiative and rolling for deployment are the same as 5th ed.
  • 3 types of Deployment and 6 different Missions, with both Primary and Secondary objectives.
  • Primary Objctives are your main goals and award a certain amount of Victory Points. Secondary Objectives are small things (scoring the first Kill Point, getting a unit in the enemy deployment zone) that award a single Victory Point.
Miscellaneous
  • One IC in your army can be nominated the Warlord. the Warlord gets a special benefit rolled on 1 of 3 available tables. Sample benefits include a 12" bubble of Ld10, Feel No Pain or being Scoring.
  • Look Out Sir!: Characters have a 50% chance of evading attacks and assigning them to a friendly model within 6". ICs have a 2+ instead.
  • Monstrous Creatures now can Smash, forfeiting half their attacks to double their Strenght.
  • Flying Monstrous Creatures can choose to act normally or to take to the skies. if they choose the latter they can move 24" with the ability to make Vector Strikes (d3+1 attacks against a unit they passed over), either shoot 2 weapons or run 2d6" and cannot assault or be assaulted.
  • Deep Strike Mishap is now more forgiving: 1 You're Dead, 2-3 Misplaced, 4-6 Delayed.
  • Feel No Pain is 5+ by default.
  • Still only one level of Istant Death.
  • Rage now gives +2A on the charge.
  • Fleet allows to re-roll Run distance, maybe even charge distance.
  • Weapon rules are much more generalized: "Rolls 2d6 on Armour Penetration" is now Armourbane, "Strikes at I1" is Unwieldy etc.