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 definitely has big game changers and multiple smaller changes that warrant calling it a new edition.
It launched May 24th, 2014.
Pics for proof: here and here and some more here. A gallery of the Psychic Powers available are here.
It's very Warhammer Fantasy, just like Warhammer 40,000 used to be. It's also absolutely busted wide open (just like Warhammer 40,000 used to be). Check the bottom of the page and weep as you realize what was GeeDubs' plan all along.
Major Updates
- Psychic Power Overhaul - Instead of using Psychic powers in the shooting phase they are now called upon during the new Psychic phase. Psychic powers are now rolled using a dice pool instead of just a successful leadership test. There are new psychic power schools. Also new perils of the warp table. Daemons got super silly, Grey Knights are even MOAR overpowered (in theory), Eldar got BETTER. Holy fuck just read Invisibility.
- Super Heavies - Not new to 40k per say, but this is the first time that Super Heavies are included in the main rules instead of being regulated to the Apocalypse and Escalation supplements.
- Battleforge and Unbound armies - Replacing double force org from 6th edition, now players can bring armies that do not follow the restrictions set by the force org now known as Unbound. In keeping to the force org your army is known as battleforged, giving the bonuses of being able to reroll warlord traits and troops being denial units as well as scoring.
- Tactical Objectives - A deck of 36 cards that act as secondary objectives.
- Errata - GW has already released Errata and FAQ's for every Codex here. These include re-classifying units from old codexes, telling which army psykers can roll Daemonology and some rules clarifications. Oh, and they still never clarified if the Inquisition Units can be used overlapping with the Grey Knights.
Armies of the Dark Millenium
New Codexes
- TBA, though with only six codexes left to update, and with Orks still running a 4th ed book, it's not hard to guess.
New Supplementals
- TBA
New Dataslates
- TBA
Confirmed features
General stuff
- The rulebook is being written by Jervis Johnson (yay!), Robin Cruddace (fuck...), and Simon Grant (
huh?awesome!) - The Core Rulebook's gonna be split into three parts: One for the collectible (modeling and painting) part of the hobby, one for the fluff, and one that's just the rules. All together, they cost $85.
- Parts of Escalation, Stronghold Assault, and that new Altar of War book are included in the new rulebook - for example, data sheets for stuff like Wall of Martyrs. Obviously they've left out just enough that you still kinda sorta need to buy those three books if you wanna use their content properly.
- 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 mentioned 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.
- 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. It's likely they knew that there was going to be an edition change while they were writing Space Marines, as such Tyranids and Astra Militarum might have been written to the 7th ed rules. *Cough*Shadowinthewarp*Cough*
- You can ignore the Force Org chart if you wish, resulting in an "Unbound" army list. However, using the FOC to make a "Battle-Forged" army list allows you to reroll Warlord Traits and lets your Troops control objectives even if an enemy scoring unit is within range of them (unless they also happen to be Battle-Forged). Kill-Team remains out of the book, though.
- 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 vehicles. But on the bright side, it also allows you to field fluffy armies legally (e.g. the First Company of a Space Marine Chapter, the Phoenix Lords, or a regiment of the Death Korps of Krieg).
- They're redoing the Allies matrix. See pic related. And now you can have Grey Knights ally with Daemons, allied with Tyranids, allied with Tau. Because
fuck you that's why!not everyone in a faction acts the same way and circumstance always changes.- Battle Brothers: Benefit from warlord traits and reserve rolls, ICs can join friendly units, can repair each other's vehicles, and can embark on each other's transports. Allied troops with a battleforged list get objective secured as well.
- Allies of Convenience: Act as enemy units that can't be charged, shot, attacked or targeted, can't move within 1" of each other, and are impacted by stuff that affects enemy models.
- Desperate Allies: As AoC, but with One Eye Open.
- Come the Apocalypse: Ally like Desperate Allies, but must deploy at least 12" apart.
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 add d6 to that; the total is how many Warp Charge dice you get this turn. When you want to manifest a power you roll any number Warp Charge dice, and for each 4+ you get one point. If you have enough points equal to or greater than the warp charge cost next to the psychic power's name, you manifest it. You may be freely decide how many Warp Charge dice you want to roll, but rolling more dice runs a higher risk of Perils of the Warp. Speaking of, Perils occurs if you roll multiple sixes. 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. (It can now also be used to nullify enemy blessings as well as offensive powers.) Expect Tau and Necrons getting a rule either in errata or core rules to deny.
- Force Weapon activation now counts as a psychic power, and is now activated in the psychic phase. This does not count against your free Primaris.
- 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.
- If a psyker manifests all his powers from the same discipline, he also gets the primaris power for free. This has the deliberate side effect of making sure all psykers (except Broodlords) can use at least two powers. Heralds, Daemon Princes and Marked Sorcerers all get their respective Deity's Primaris power for free just by being aligned. Any other stipulations on Chaos Psykers are set by the rulebook, though, which might mean an FAQ.
New psychic discipline: Daemonology
It is split into Sanctic and Malefic.
Sanctic powers are usable by Grey Knights like normal (but barred from Malefic). Likewise, Daemons (and Sorcerers with the Daemon USR) can use Malefic powers like any other, but can never take Sanctic powers. All other psykers (except for Tyranids, which get neither one) can use both Daemonology sets, but they get perils when they roll any doubles, not just double sixes. This means that you can have both Radical Inquisitors who summon Daemons and Chaos Space Marines who can hunt down and kill them.
- The Sanctic powers are as follows:
- Primaris: Banishment Warp Charge 3 or 1, depending on whether the power card or rulebook is right. Most likely 1, given that it doesn't match up in cost with other WC3 powers. A Malediction with a 24" range that can only be used on units with the Daemon USR. Will reduce the Daemon's Invul save by 1 (So the basic 5+ Daemon Invul becomes a 6+)
- 1: Gate of Infinity Warp Charge 1. A benediction that allows a single unit that isn't swooping or zooming can now Deep Strike anywhere.
- 2: Hammerhand Warp Charge 1. A blessing that grants the caster and unit gain +2S.
- 3: Sanctuary Warp Charge 1. Caster and his unit gain +1 to their Invul save. Additionally, all Daemons (allies and ememies) within 12" of the caster treat all terrain as Dangerous Terrain.
- 4: Purge Soul Warp Charge 1. Focused Witchfire power with a range of 24". Both you and your enemy must now roll d6 and add Ld to the roll. If the enemy loses, he must take an unsavable wound.
- 5: Cleansing Flame Warp Charge 2. Range 9" S5 AP4 Assault 2d6 Nova power with Soulblaze and Ignores Cover.
- 6: Vortex of Doom Warp Charge 3. Range 12" Strength D AP1 Assault 1 Blast Vortex power. Failing the test to manifest this power automatically causes perils.
- 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.)
- Any summoned Daemon can be upgraded with a Mark of Chaos, an Instrument of Chaos, or have a model replaced with a Character for free as long as you have the models available for it. No other upgrades can be taken unless stated otherwise.
Perils of the Warp
Perils of the Warp is now a table to be rolled on to determine what hijinks ensue.
- 1: Dragged into the Warp Psyker takes a leadership test. If passed, he suffers 1 wound or glancing hit with no saves allowed. If failed, he is removed as a casualty and his unit takes D6 S6 AP1 hits, starting from where he was removed.
- 2: Mental Purge Psyker suffers 1 wound/glancing hit with no no saves allowed. Randomly select one power from the psyker. It is lost for the rest of the game.
- 3: Power Drain Psyker suffers 1 wound/glancing hit with no saves allowed. If it's the psychic phase, both players lose D3 Warp Charge points.
- 4: Psychic Backlash Psyker suffers 1 wound/glancing hit with no saves allowed
- 5: Empyric Feedback Psyker takes a leadership test. If failed Psyker suffers 1 wound/glancing hit with no saves allowed. If passed no effect.
- 6: Warp Surge Psyker takes a leadership test. If failed Psyker suffers 1 wound/glancing hit with no saves allowed. If passed psyker gains 3++, Fleshbane, Armourbane, and Smash until the next friendly psychic phase. Double with Soulblaze for extra lulz.
New rulebook warlord traits
They're pretty sweet overall.
- Tactical
- 1) TACTICAL GENIUS While Warlord is alive, can discard up to 2 active Tactical Objectives (TacO) at the turn's end instead of 1
- 2) Master of Interference At the end of your turn, opponent must randomly selects a TacO and discards it (One use only)
- 3) Well-Prepared Generate one additional TacO first turn
- 4) Forward Planning You can redraw all TacO on first turn
- 5) Master of Fate While Warlord is alive, re-roll VP awarded for TacO
- 6) Lead By Example +1 VP for successful Objective Secured TacO by Warlord
- Command
- 1) Inspiring Presence Friendly units within 12" of Warlord can use of his Ld
- 2) Intimidating Presence Enemies within 12" of Warlord use the lowest Ld in the unit.
- 3) The Dust of a Thousand Worlds Friendly units within 12" of Warlord have Move Through Cover
- 4) Master of the Vanguard Friendly Units get +1" for run and charge within 12"
- 5) Target Priority Units within 12" bubble of Warlord re-roll 1s to hit during shooting (suck it Tau - this is permanent)
- 6) Coordinated Assault same as above but for assault
- Personal
- 1) Master of Defence Warlord has Counter attack
- 2) Master of Offence Warlord has Furious charge
- 3) Master of Manoeuvre Warlord has Outflank
- 4) Legendary Fighter 1VP for each character your Warlord slays in a challenge
- 5) Tenacity Warlord has FNP
- 6) Immovable Object Fearless and IWND
- Strategic
- 1) Conqueror of Cities Stealth in ruins + Move Through Cover (Ruins)
- 2) Night Attacker Choose for night fighting and all models in your army have Night Vision (
SUCK IT, TAUNight Fighting is piss weak in 7th and all suits have Night-fighting) - 3) Master of Ambush Warlord + 3 units (non-vehicle) have Infiltrate
- 4) Strategic Genius +1 to Seize and re-roll reserves while Warlord is alive
- 5) Divide to Conquer -1 to opponent's reserves
- 6) Princeps of Deceit During the first enemy turn, 3 enemy units take a pinning check
Other rule changes
- Vector strikes are 1 hit, S user, Ap2; FMCs get D3 hits instead (You got it coming, Heldrake).
- All units are scoring, except for Swooping FMCs, Zooming Flyers (and units embarked on them), units whose rules specifically state that they are not scoring, units that are falling back, and unclaimed buildings/fortifications.
- Taking Jink saves (now a 4+) forces snap shots.
- 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 tanks Explode.
- The Split Fire rule no longer requires a leadership test.
- Vehicles can now use Snap Shots with Ordnance weapons, as long as the weapon itself allows Snap Shots to be fired. Similarly, vehicles can now fire Ordnance weapons normally at Combat Speed, although all other weapons that turn will be fired as Snap Shots.
- ICs can't join units with MCs.
- Precision Shot is a USR, so IG needs 6s to do precision after the order granting it.
- Smash is now only one attack.
- Invulnerable saves can now be taken against strength D weapons, unless the strength D weapon in question rolled a 6 to wound. Strength D weapons that did not roll a 6 are treated as having S10 and the weapon's AP, so T6+ units won't suffer Instant Death from them.
- Sniper weapons lost Pinning and Rending, but rolls of 6 against infantry still give AP2 hits. When they shoot at vehicles, they now have S4.
- You can't disembark from Chariots. Also, if a Necron Chariot rider passes his Ever-Living roll his whole damn chariot comes back (with one Hull Point).
Rumored features
- 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 slightly different rulebook.
- We do know that IF they replace Dark Vengeance, it won't be for a few more months.
tl;dr
New rules. It'll be a month or two before the current players either accept the new edition or leave the game. Last edition had the same doom saying as well as well as every edition before it. Expect to see the new uber-tournament lists to solidify in 2-3 months depending on FAQs and new codex releases. Someone broke the system in less than eight hours. A Tzeentch Daemon list of 1850 points has 35 warp charge dice per turn, and with the Daemonology discipline then can more than double in size in only two psychic phases. There's probably a Grey Knight counter list out there somewhere, but it's getting harder and harder to stay optimistic.
Also expect Unbound armies to be viewed the same way as Double Force Org last edition.