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==Features== === General stuff === *The rulebook was written by [[Jervis Johnson]], [[Robin Cruddace]], and Simon Grant. *The Core Rulebook's 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. ($140 in Australia) **Some time after 7E and [[The End Times]] went into full swing, GW snapped back into ''their'' logic and re-released the rulebook as a hardcover for double the price of one of those three books. *Rules from Escalation and Stronghold Assault are included in the new rulebook. Obviously they've left out the data sheets so that you still kinda sorta need to buy those books if you wanna use their content properly. *Introduction of [[Tzeentch|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. The new 7th edition codices all seem to be adding additional Tactical Objectives which can only be used by that codex's faction. *Considering that the Tau, Space Marines, and Eldar have gotten rewrites, it's likely that GW is planning to update every faction to work within 7E parameters, a ballsy choice considering they also annihilated Fantasy and forcibly launched Age of Sigmar. *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 which grant you a variety of benefits. The traditional FOC is now referred to as a "Combined Arms Detachment" which 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 have Objective Secured). Other FOCs are starting to come as new codices are released. **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 Lord]]s, or a regiment of the Death Korps of Krieg). **Even worse is a trend that began with the Necron Codex: Decurions, or Detachments made entirely of formations, some with absurdly unbalancing rules. Considering that they're not going to be updating any of the forces before into getting some, this leads some armies (Tyranids, Sisters of Battle, and Orks in particular) with a very big shafting. *Kill-Team remains out of the book, though the rules Games Workshop has are still valid. *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. Granted, this army's going to be pretty much a bunch of paperweights most of the time with Come The Apocalypse rules. ** 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, Dark Eldar 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 for their deny the witch rolls(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 generates all his powers from the same discipline, he also gets the primaris power for free in addition to any other powers known ''(such as '''Force''' or unique powers)'', this is called '''Psychic Focus'''. This has the deliberate side effect of making sure all psykers ''(except those that have entirely fixed power sets - such as Broodlords)'' can use at least two powers. **Heralds, Daemon Princes and Marked Sorcerers all get their respective Deity's Primaris power for free after generating all of their other powers just for being aligned, since many of them could not be able to benefit from Psychic Focus due to the way they have to distribute their selection of powers. ====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 who can use Daemonology get perils when they roll ''any'' doubles, not just double sixes; Eldar and Inquisition are Sanctic only, Tyranids get neither because FUCK YOU, and everyone else with psykers gets both. This means that you can have Chaos Space Marines [[Malal|who hunt down and kill them]]. =====Sanctic===== *'''(Primaris) Banishment:''' Warp Charge 1. 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+) *'''Gate of Infinity:"''' Warp Charge 1. A benediction that allows a single unit that isn't swooping or zooming to Deep Strike anywhere. *'''Hammerhand;''' Warp Charge 1. A blessing that grants the caster and unit +2S. *'''Sanctuary:''' Warp Charge 1. Caster and his unit gain +1 to their Invul save. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain as Dangerous Terrain. *'''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 unsaveable wound. *'''Cleansing Flame:''' Warp Charge 2. Range 9" S5 AP4 Assault 2d6 Nova power with Soulblaze and Ignores Cover. *'''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. =====Malefic===== *'''(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. *'''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. *'''Dark Flame:''' Warp Charge 1. A Witchfire template power with S4 AP5, Assault 1, and the Soul Blaze and Torrent rules. *'''Infernal Gaze:''' Warp Charge 1. A 18 inch range Beam power with S3 AP 4, Assault 1, and the Armourbane and Fleshbane rules. *'''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. *'''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. *'''Possession:''' Warp Charge 3. Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty, just like in Dawn of War. (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, [[Oinkbane|explodes into a new and fully healed Lord of Change]].) ====Perils of the Warp==== Perils of the Warp is now a table to be rolled on to determine what hijinks ensue. It is common for the psyker to have to take a leadership test to determine the outcome. In the table below, "wound" means the psyker suffers 1 wound or glancing hit with no saves allowed (FNP *is* allowed). {| class="wikitable sortable" |+ '''Perils of the Warp''' ! Name !! Number !! Leadership Test Not Taken !! Leadership Test Success !! Leadership Test Failure |- ! Dragged Into the Warp | 1 || - || Wound. || Psyker is removed as a casualty and his unit takes D6 S6 AP1 hits, starting from the closest to where he was removed. |- ! Mental Purge | 2 || Wound. Randomly select one power from the psyker. It is lost for the rest of the game. || - || - |- ! Power Drain | 3 || Wound. If it's the psychic phase, both players lose D3 Warp Charge points. || - || - |- ! Psychic Backlash | 4 || Wound. || - || - |- ! Empyric Feedback | 5 || - || - || Wound. |- ! Warp Surge | 6 || - || Psyker gains 3++, Fleshbane, Armourbane, and Smash until the next friendly psychic phase. || Wound. |} ===New rulebook warlord traits=== They're pretty sweet overall. *'''Tactical''' # '''[[Creed|TACTICAL GENIUS]]''' While your Warlord is alive, you can discard up to 2 active Tactical Objectives (TacO) at the turn's end instead of 1. # '''Master of Interference''' Once per game, at the end of your turn, your opponent must randomly select a TacO and discard it. # '''Well-Prepared''' Generate one additional TacO on your first turn. # '''Forward Planning''' You can redraw all TacOs on your first turn. # '''Master of Fate''' While your Warlord is alive, re-roll the VP awarded for a TacO. # '''Lead By Example''' +1 VP for successful Objective Secured TacO by Warlord. *'''Command''' # '''Inspiring Presence''' Friendly units within 12" of your Warlord can use his Ld. # '''Intimidating Presence''' Enemies within 12" of your Warlord use the lowest Ld in the unit. # '''The Dust of a Thousand Worlds''' Friendly units within 12" of your Warlord have Move Through Cover. # '''Master of the Vanguard''' Friendly Units get +1" for run and charge within 12". # '''Target Priority''' Units within 12" of your Warlord re-roll 1s to hit during shooting <s>(suck it Tau - this is permanent)</s> (The Tau can also take this as well. so suck it everyone~) # '''Coordinated Assault''' same as above but for assault. *'''Personal''' # '''Master of Defence''' Warlord has Counter-Attack. # '''Master of Offence''' Warlord has Furious charge. # '''Master of Manoeuvre''' Warlord has Outflank. # '''Legendary Fighter''' 1VP for each character your Warlord slays in a challenge. # '''Tenacity''' Warlord has FNP. # '''Immovable Object''' Warlord has Fearless and IWND. *'''Strategic''' # '''Conqueror of Cities''' Stealth in ruins + Move Through Cover (Ruins). # '''Night Attacker''' Choose for night fighting and all models in your army have Night Vision. (Night Fighting is piss weak in 7th though ["Damnit, that was one of our few advantages" - Every Dark Eldar player].) # '''Master of Ambush''' Warlord + 3 units (non-vehicle) have Infiltrate. # '''Strategic Genius''' +1 to Seize and re-roll reserves while Warlord is alive. # '''Divide to Conquer''' -1 to opponent's reserves. # '''Princeps of Deceit''' During the first enemy turn, 3 enemy units take a pinning check (kind of poor). ===Other rule changes=== *Vector strikes are 1 hit, S user, Ap2; the enemy takes D3 if they are a zooming flyer or FMC in swoop mode. *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. *However units from Troops choices on armies that follow the Combined Arms FoC in Battle-Forged armies have additional scoring ability referred to as Objective Secured, meaning if they get on an objective, non-Troops units cannot Contest it from them, they can only be contested by other Objective Secured troops. *Vehicles must declare Jink when they are targeted with shooting now (before To Hit rolls are made), gives a Cover save (4+ now), but forces the vehicle to make snap shots. Interestingly, a vehicle does not need to have moved in the previous movement phase to Jink (presumably to fairly allow the player who goes second to Jink in the first turn). <s>This is actually retarded bullshit because even if a vehicle is immobilized it can still jink when exploiting [[RAW]]</s> This has been fixed in the Rules Errata Warhammer 40k: the Rules" of "[http://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Warhammer_40000_Rules_EN.pdf January 2015]. *Flying Monstrous Creatures now only take one grounding check, at the end of the shooting phase, rather than one check per shooting attack. And only if they take an unsaved wound. *Flying Monstrous Creatures now must spend at least one turn gliding after using a swoop move before they can charge. *Additional "overkill" wounds taken in challenges now spread to the squad after the challenging Character is dead. This means that you can't take a challenge just to soak up all the damage from the rest of your unit (poor ork nobz). *Conversely, characters locked in a challenge can be hit by units outside of the challenge if they have nothing else to hit. This includes after one side's non-character models wipe out all of the other side's non-character models. This means no more having 20 dudes tied up standing around doing nothing because the challenge isn't over. *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. Very useful if your opponent brought the fortification bullshit that a void shield generator is (chance to pop the shield with the squad's heavy anti-tank weapon before you pelt it with your other guns). *Rending now officially no longer counts as ap2 against vehicles on its own (so basically things like daemonettes are a lot less threatening to vehicles). **To Wound rolls of 6 automatically wound regardless of Toughness, and are resolved at AP2. **Penetration rolls of 6 add D3 to the roll, and are resolved at the weapon's AP. *Vehicle damage chart is changing again; you need a roll of 7 to make tanks Explode. Thus they can only be insta-sploded if there is a +modifier applicable to the roll, either from AP2 (+1), AP1 (+2) or Open-Topped (+1). This makes them more resilient - not to the ridiculous level of 5E, but to the level they can actually compete with infantry and MC, finally bringing the balance between mech and bio. *Flyers that suffer an immobilized result now have to take a test- 3+, the flyer counts as being crew stunned (one turn of locked velocity). However, on a 1 or 2, the flyer crashes and burns. *Vehicle Explosions are now S4 all the time. *Units in a vehicle that was destroyed cannot charge on the following turn unless the vehicle in question was an assault vehicle. *The Split Fire rule no longer requires a leadership test. *The Counter Attack rule no longer requires a Leadership test.(Go MoK cultists and Space Wolves!) *Vehicles can now use Snap Shots with Ordnance weapons, as long as the weapon itself allows Snap Shots to be fired (still no Snap Shots from Blast weapons). Similarly, vehicles can now fire Ordnance weapons normally at Combat Speed, although all other weapons that turn will be fired as Snap Shots. *Flamer templates now hit open-topped vehicle passengers D6 times. Bad news for DE and Orks. *ICs can't join units with MCs, (bye, invisible Riptide). *ICs can't join units that are infiltrating unless they also have infiltrate. *Precision Shot is a USR, so IG needs 6s to do precision after the order granting it. Interestingly it does not say on the character page that they have this USR. The same goes with Precision Strike. They probably don't, seeing as the Astra Militarum codex (Being written with 7th in mind) has a wargear reserved for characters that gives the Precision Shot USR. *Smash can now either confer all melee attacks outside of HoW AP2 or make one single attack at Sx2 with a re-rollable Pen roll. ("Fucking Bullshit!" -Every Tyranid player) *Invulnerable and cover 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 (on a Destroyer To Wound roll of 2-5 the victim loses D3 Wounds, good for the Tyranid MCs at least, though on a Destroyer To Wound roll of 6 it inflicts D6+6 wounds which would probably kill anything anyway). In addition, Strength D allocates wounds like barrage does. *Barrage weapons must now direct fire in order to hit something in their minimum range, so no more hiding basilisks out of LOS, unless maybe on a huuuge table. *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. *Skyfire/Interceptor combo no longer allows to hit non Flyer/Skimmer/FMC targets at BS. *You can't disembark from Chariots. Also, if a Necron Chariot rider passes his Ever-Living roll, [[Awesome|his whole damn chariot comes back]] (with one Hull Point). *Chariots no longer give you a save bonus. This only means that Necrons gotta spend few extra points. *Walkers now have Hammer of Wrath. *Grenades can only be used once per unit per phase while shooting. In assault, each model can use a grenade as a single attack (This has been corrected in FAQ to one model per squad). *Units can now charge Walkers they can't hurt. For Tyranid players, this is invaluable indeed. *They updated with FAQs that remove a lot of what was said in 6th. All psyker abilities that are not 6th Edition or higher are now removed. Example: Ork Weirdboys no longer have their random table and could only use Daemonology until they got their new Codex, where they got a whole new discipline. *Chariots have the Relentless special rule. The Burning Chariot is now useful! *Chariots in close combat always uses their front armour value. *Any model with (Character) next to unit type can be the Warlord of your army. While this sounds really silly, this means characters like the Broodlord and [[Warhammer 40,000: Fire Warrior|that lone fire warrior who took on the Lord of Change alone]] can make fluffy list even more possible. *Flying Monstrous Creatures can Jink ''while gliding!'' Not just swooping. [[Venomthrope|Find a way to]] [[Nurgle|give them Shrouded]] and you have 2+ cover save on your melee beast the turn he wants to assault. *Dedicated Transports are now a special rule as opposed to a force org slot type, or "battlefield role" as they are called now. A transport starts with its own battlefield role (most of them are just Fast Attack, like Rhinos and Razorbacks are), but its role is overridden by whatever takes them as a Dedicated Transport -- i.e. a Rhino is Troops if holding a Tactical Squad, or Elites if holding Veterans. *Rules concerning multiple levels no longer seem to exist. Splash damage and flamers now have unlimited vertical range and deal damage through floors (though only where ruins are concerned; fortifications work the same as before). *A unit cannot Overwatch if it Goes to Ground; likewise, a unit may choose to Jink or Go to Ground versus Overwatch Fire. A little minor change.
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