Warhammer 40,000 7th edition
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Warhammer 40,000 7th Edition is the newest edition of everybody's favorite wargame. It's basically an extension of the 3rd edition ruleset, as with every edition of the game since 3rd, and, more specifically, it's an extension of the 6th edition ruleset (which it replaced after only two years). Some rumors have suggested that the community should consider it "6th Revised" or "6.5," but Games Workshop stopped using edition numbers with 6th, so we'll probably never know.
It's launching May 24th, 2014.
Pics for proof: here and here and some more here.
It's very Warhammer Fantasy.
Confirmed features
- They're not rewriting any of the codexes they just wrote (Chaos Marines through Astra Militarum) because that would be stupid, even for Games Workshop.
- You can ignore the Force Org chart if you wish (Unbound army lists), but using the FOC (Battle-Forged army lists) allows you to reroll Warlord Traits and lets you control objectives even if an enemy scoring unit is within range of them (unless they also happen to be Battle-Forged). Where Kill-Team lies within this mayhem is yet to be determined.
- The potential for abuse with Unbound lists is obvious- as long as the units themselves are legal, the allies chart is followed, and the point limit is adhered to, literally anything goes. Like an army made up of nothing but HUNDREDS of cheap troops models (like Grots/Cultists etc) for the tarpit to end all tarpits, or an army consisting entirely of superheavy tanks. Assume that any sign of game balance will be completely gone. Prepare your anus for Necron Croissant spam lists. Thanks a fucking lot, GW.
- They're redoing the Allies matrix. The only known change is that Tau are Desperate Allies with Space Marines now. Also mentioned is an additional variable referred to as Factions- what that does is currently unknown.
- Psychic Phase. It's pretty much the Magic Phase from Fantasy, back to use after 2E. First you add up all the Mastery Levels of all your psykers, then you roll a d6; that total is how many Warp Charge dice you get this turn. Feel free to roll as many Warp Charge dice as you want for each psychic power you cast, but rolling more dice runs a higher risk of Perils of the Warp. Deny The Witch now takes place here and requires Warp Charges to work, so having at least one psyker in your army seems like it'll be necessary.
- Your opponent gets d6 warp charge dice during your psychic phase as well (roll once for the both of you).
- Witchfire/psychic shooting attacks are done in the psychic phase too, and no longer make the psyker count as having fired a weapon.
- New psychic discipline: Daemonology, which is split into Sanctic and Malefic. Malefic lets you summon and buff Daemons (occasionally at the expense of your own units) as long as your name isn't Tyranids. Or Necrons. Or Tau. We don't know what Sanctic does, but it's probably either Theosophomy from Inquisitor (RPG) or the powers already in use by the Grey Knights/Inquisition (or to the less neckbeardy, anti-daemon powers).
- The Malefic powers are as follows:
- Primaris: Summoning Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 10 Bloodletters, 10 Pink Horrors, 10 Plaguebearers, 10 Daemonettes, 5 Flesh Hounds, 3 Flamers, 3 Nurgling Swarms, 5 Seekers.
- 1: Cursed Earth Warp Charge 1. All models with the Daemon USR (allied and enemy) within 12 inches of the user gain +1 to their invulnerable save and do not scatter when Deep Striking within range of the user.
- 2: Dark Flame Warp Charge 1. A Witchfire template power with S4 AP5, Assault 1, and the Soul Blaze and Torrent rules.
- 3: Infernal Gaze Warp Charge 1. A 18 inch range Beam power with S3 AP 4, Assault 1, and the Armourbane and Fleshbane rules.
- 4: Sacrifice Warp Charge 1. A conjuration that summons a Herald of your choice (with up to 30 points' worth of wargear options) within 6 inches of the user. However, the user or another friendly unit in range suffers a single wound with no saves allowed.
- 5: Incursion Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends.
- 6: Possession Warp Charge 3. Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty. (If the user was part of a unit with Brotherhood of Psykers/Sorcerers, the whole unit is removed.) If the Psychic test to manifest this power fails, the user automatically suffers Perils of the Warp. (Just imagine the look on your opponent's face when your otherwise useless Wyrdvane Psykers explode into a Bloodthirster. Or your Lord of Change, on his last wound, explodes into a new and fully healed Lord of Change.)
- The Malefic powers are as follows:
- Perils of the Warp is now a table to be rolled on.
- Escalation, Stronghold Assault, and that new Altar of War book are included in the new rulebook.
- Invulnerable saves can now be taken against strength D weapons, unless the strength D weapon in question rolled a 6 to wound.
- Introduction of Maelstrom of War, an alternative to the standard set of Eternal War missions. A set of missions (6, to be specific) which revolve around special "Tactical Objectives". Those objectives are drawn from one of 36 cards and award Victory Points for completing them. Example Tactical Objectives that have been mention include "manifest a psychic power", "destroy a flyer", and "kill a Character". Tactical Objectives can be exchanged for another one in the deck at will, and if one is completed it will be replaced with a new one.
- Flying Monstrous Creatures now only take one grounding check, at the end of the shooting phase, rather than one check per shooting attack.
- Wounds taken in challenges now spread to the party. This means that you can't take a challenge just to soak up all the damage from the rest of your unit.
- Shooting attacks from a squad are resolved one weapon type at a time. For example, in a squad of tactical marines you may choose to resolve the flamer first, then the bolters, then the sergeant's plasma pistol, then the missile launcher.
- Vehicle damage chart is changing again; you need a roll of 7 to make it Explode.
- The Core Rulebook's gonna be split into three parts: One for the collectible part of the hobby, one for the fluff, and one that's just the rules. All together, they cost $85.
Rumored features:
- The Erratas and FAQs from 6th will be in the rulebook somewhere
- Something about sideboards and being able to swap out parts of your army list at the start of the game (like in Warmachine), but the details were unclear and that was probably false.
- Starter set is one of the following (details are a bit hazy): Imperial Guard versus Eldar, Blood Angels versus Orks, or the same Dark Vengeance box with a with a slightly different rulebook.
- All units (including vehicles) will be scoring.
- Unbound armies may not contest objectives.
- If you fail to manifest a psychic power, that power is permanently disabled.
- One of the rumored Allies matrix changes is that Battle Brothers are restricted to Eldar/Dark Eldar, Chaos Marines/Daemons, and Imperium/Imperium. Everything else is Convenience, Desperate or Apocalypse.
- Another Allies rumor is that instead of not allowing certain combinations, Comes the Apocalypse now allows you take allies with heavy penalties, such as not being allowed to be within 12 inches of each other and not being able to deploy together.
- Overwatch now comes at BS-2 instead of a flat BS1. Assault is now dead.
- However, there is a rumor floating around saying that you need to test I in order to get Overwatch, which might possibly give other armies a shot.
- Taking Jink saves forces snap shots.
tl/dr: more random shit that ruin the game, less balance and tactics.