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.
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 you get bonuses for using the FOC (Battle-Forged army lists), although it's not clear what those bonuses will be. 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. Until the nature of the buffs is confirmed, 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.
- 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.
- Daemonology, which is split into Sanctic and Malefic. Malefic lets you summon Daemons 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).
- It appears that a greater daemon can use 3 warp charges and kill itself via the sacrifice power to summon a different greater daemon at full wounds.
- Perils of the Warp is now a table to be rolled on.
- Daemonology, which is split into Sanctic and Malefic. Malefic lets you summon Daemons 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).
- Escalation, Stronghold Assault, and that new Altar of War book are included in the new rulebook.
- Invul Saves can now be take to D weapon minus a roll of 6.
- 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.
- Flyers now only take one grounding check per turn.
- 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.
- 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.
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 big sticker on the front saying "rules are not current".
- 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.
- Overwatch now comes at BS-2 instead of a flat BS1. Assault is now dead.
tl/dr: more random shit that ruin the game, less balance and tactics.