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===Game=== *[[Warhammer Fantasy Battle| You may pre-measure to move and shoot]]. (p 12) *Snap Shots- Heavy weapons that are not blast or template may shoot after moving at BS 1. (p 12) *Wound allocation - Wounds are allocated against the closest model to the attacking unit. (p 15) **If there are 6 models that have the same save which would receive the first allocations, before a model with a different save, roll up to that many dice and remove the failures. Repeat until the buffer of same-saves is depleted, then change the save and roll individually. (p 16) **If a target unit is in partial cover (some models take cover saves, some do not), you may declare focus fire. Declare you wish to focus fire before rolling to hit. Then declare a cover save amount (from 2+ to 6+, or no cover save at all). Wounds will only be allocated to models that have that cover save or worse. Go to ground does not alter which models may take wounds. You can not hurt any model whose cover save is better than the value you declared. (p 18-19) **[[Flamer|Template weapons]] ignore focus fire restrictions. (p 52) **Wound groups β you may choose the order in which wound groups from different weapons are allocated. I.e. you may choose to allocate plasmagun wounds (S7 AP2 wounds from two different plasmaguns) first, then bolter wounds. With clever positioning this allows you to kill off specialists more easily. **Line of Sight and Range Limits - If a model part of a unit is out of sight or out of range from those shooting wounds cannot be allocated to them.(Errata) *Character models (Sergeants etc.) may use the "Look out, Sir!" rule when allocated a wound. A 4+ is a success β you may reallocate the wound to <s>any model (even not within range or LoS) within 6" of the character. (p 16)</s> the closest friendly model to your character (since latest FAQ) **Independent Characters make "Look Out, Sir!" rolls on 2+. (p 39) **"Look Out, Sir!" also works in assault. (p 26) **You can only make "Look Out, Sir" roll '''BEFORE''' you roll to save. No, you cannot fail a save then attempt to Look Out. This has just been FAQ'd as true for anything even same armor saves. The reason is that if you roll everything at once (for equal saves) and fail enough saves to kill a character or IC, then you can allocate them using LOS! With the FAQ now you don't know if your character or IC will fail the roll or not so you have to take a risk. Either LOS! or save. *If a model is 25% obscured from the point of view of one model in the firing unit, it receives a 5+ cover save. (p 18) *Area terrain grants 5+ cover instead of 4+, but you receive +2 to cover save when you Go to Ground. (p 18) *After declaring an assault, the unit being charged may take an "overwatch" shot at the charging unit. This shooting is a snap shot, and follows all rules for those. Overwatch may not cause pinning or morale checks. Blast and ordnance weapons may not participate, Flame templates get d3 auto hits. (p 21) *Assault range is now 2d6, not 6 inches. (p 21) *Models pile in before they attack (at their Initiative). <s>Note that currently Unwieldy weapons and charging through cover don't change your Initiative, so models suffering from these penalties pile in at their "normal" Initiative. This is likely to be FAQd, though.</s> Unwieldy weapons reduce the model to Initiative 1 (p 43), and charging through difficult terrain DOES reduce Initiative unless you have assault grenades. (p 61) **Pile in moves are 3". (p 23) *If a unit's weapons cannot damage the unit it is in combat with, it may choose to auto-fail its morale check at the end of the combat. (p 26) *Multi-assault negates +1A charge bonus. (p 27) *(this next sentence is gonna be really awkward) Having two different "special" melee weapons, as 5th edition called it, no longer takes away your +1 attacks for having two weapons. Note you still have to choose which weapon's profile to use in each fight sub-phase. (p 51) If you don't know what this means, don't worry; it never came up in 5th edition and 6th edition's rules already bypass it entirely. *Can no longer take any saves against Perils of the Warp. (p 67) **You CAN take Feel No Pain against Perils, though. (FAQ p 4) *Deny The Witch: an enemy targeted by a psychic power can roll a d6. On a 6, the psychic power is canceled out completely. Psykers add +1 to their Deny The Witch rolls (or +2 if the target psyker is of higher Mastery Level than the attacking psyker). (p 68) **Psychic Hoods now have a 6 inch range, and instead of rolling off and adding Ld, you just make a Deny The Witch roll. (p 68) *Vehicles now use a Wounds system called Hull Points. Glancing hits do not roll on the vehicle damage chart; the vehicle simply loses a Hull Point. Penetrating hits both inflict a Hull Point's worth of damage ''and'' roll on the vehicle damage chart. Vehicles with no hull points left are wrecked. (p 72-4) **Immobilized result from failing a Dangerous Terrain test does subtract a Hull Point.
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