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==Major Updates== *'''Limited Edition Specials''' - the release of 7th edition began with 2000 copies of a limited edition box set. The release for Orks had similar limited edition box complete with a Codex Supplement, Objective Markers, and Art Prints. It might be safe to say this is a new standard as opposed to the limited edition cover they were selling for 6th edition codex. *'''Shooting Cleanup''' - As opposed to the 5th/6th system of rolling everything at once, shooting is divided into distinct batches by weapon allocation. *'''Casualty Allocation Changes''' - Casualty rules are now more akin to 2nd edition shooting: The defending player removes the closest models first, and there is no wound wraparound. On the upside, this system does allow for basic flanking to matter, avoids the 50% cover shenanigans of 5th, and units are somewhat protected by the fact that models out of range or LOS cannot be killed. On the flipside, expect arguments with [[That Guy]] over which model is "the closest" while Monstrous Creatures don't particularly care about these rules! *'''No more Monsterstars''' - In 6th, Independent Characters could join a Monstrous Creature that could be taken "as part of a unit." This meant Shadowsun could join a Riptide to grant it Stealth, Shrouded, and improved Jetpack speed. 7th ended this fuckery, only to replace it with Invisibility... *'''Challenge Changes''' - Overkill wounds from a challenge can spill into a general Assault, while a "solo" model in a challenge can be attacked by models not in said Challenge. These rules are mostly to the benefit of armies that must Challenge, such as Chaos Space Marines. *'''Psychic Power Overhaul''' - Instead of using Psychic powers in the movement and shooting phases 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. Not as good as last edition where you just had to roll under a leadership of 10(mostly), though comparing each army to each other an army with 30 warp charges versus one psyker is better at denying, but even then it doesn't guarantee anything. A gallery of the Psychic Powers available are [http://imgur.com/a/8ddUf here.] *'''Super Heavies''' - Not new to 40k per se, but this is the first time that Super Heavies are included in the main rules instead of being relegated to the Apocalypse and Escalation supplements. *'''Formations''' - like Super Heavies formations were part of the game before, but generally stayed in data slate/supplement territory. Now 7th edition codex include Formations. *'''New Force Orgs''' - including the standard Combined arms detachments the new codices will contain new FOC charts to allow for different rules and army types, each of which is (supposedly) geared to best emphasize that army's strengths. *'''Battle-forged 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. The classic force org chart we all know and love is called "combined arms detachment" and gives the bonuses of being able to reroll warlord traits, and troops being "super-scoring" (Objective Secured) units- that is, they can't be denied from scoring unless it's by another unit with the same rule. *'''Tactical Objectives''' - A deck of 36 cards that act as secondary objectives. Used with the Maelstrom missions. Each full codex also gives new Tactical Objectives to give an army some unique ways to score. *'''Errata''' - GW has already released Errata and FAQ's for every Codex [http://www.blacklibrary.com/faqs-and-errata.html here]. These include re-classifying units from old codices, telling which army psykers can roll Daemonology and some rules clarifications. **'''Larger Bases''' With Blood Angels the normal bases are now larger,and now other lines are getting these new 32 mm bases. *'''Big Rule Book FAQ''' - GW compiled a FAQ on its Facebook page for Warhammer 40,000, and it is massive. Although it came too late to salvage many players' opinions of 7th, the FAQ reining in numerous exploits, including Battle Brothers deploying in transports, blocking enemy movement with open Drop Pod Doors, and other loopholes; initially, there was a ruling that passengers in a Jinking transport must Snap-Fire (to the rage of Dark Eldar and Necron players), but this was overturned in the final version. Additionally, Grenades were clarified that a unit could only use one at a time during an Assault Phase. The latter means Imperial Knights now laugh at the lone Haywire Grenade Swooping Hawks and Tau Firewarriors try and put into it. Meltabombs are still scary as fuck. **Interesting tidbit is that Psychic Witchfires that don't use profiles (Psychic Scream, Psychic Shriek, Spirit Leech) don't roll to hit...could go a ways to combating Invisibility spammers, and Witchfire Novas with 2D6 like Sunburst and Cleansing Flame are 2D6/squad in range, so if 2 fire warrior squads are near it both get 2D6 rolled separately each, which is an awesome buff. **The final FAQ and Errata for the Base Rule Book is [[https://www.warhammer-community.com/2016/11/22/warhammer-40000-rulebook-final-faq/| here.]] *'''Allies Matrix''': Besides streamlining most of the allies into one easy-to-follow matrix, some new rules are introduced as well opening new opportunities: **Battle Brothers - All units share warlord and psychic buffs and can share transports, ICs can join any friendly unit, etc. All Imperium forces are now Battle Brothers, so you no longer have to keep track of all the tangled alliances they otherwise once had. Same goes for all Chaos forces and all Eldar. **Allies of Convenience - Factions do not share buffs, and must keep 1" away from each other. **Desperate Allies - Must keep 6" apart, and have the ''One Eye Open'' rule active. **Come the Apocalypse - Must keep 12" apart, and have the ''One Eye Open'' rule active. Before this rule Tyranids couldn't ally with anyone, though they do now have Genestealer Cults as an ally of convenience.
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