Here is a sequal to the earlier posting on 6th edition rules that we will be seeing in the near future. I know that a year may not seem like the "near" future, but for me, it is something to be aware of since a year from now will come much quicker than you think.

As always please take with a grain of salt

via rideroftheerk
- models that have charged already locked unit have I 10 this turn

- Assume leadership: Standard bearers, etc. that assume leadership count as squad leader in all respects (two saves, directed wounds), any other model that assumes leadership only in regard of performing unit actions

- if you deploy in 24” distance from enemy you cannot shoot with 24” weapon or assault with 24” movement

- models must always consolidate out of 1” of vehicle after attacking it, if locked in combat with another unit, vehicles are ignored for pile in moves after combat, must use this pile in move to bring 1” between unit an vehicle, artillery and walkers are obviously exceptions

- swarms have Eternal Warrior (1)

- Seize the initiative: same name, but completely different rule: stratagem, 1 str. point, after the deployment of both force, but before placing infiltrators, roll a D6, on 5+, enemy must place infiltrators in contact with his own table edge, no scout moves allowed

- whole unit or squadron must make the same reaction

- Pistols: got confused by what I though were two contradicting short statements; units with pistols can attack with pistol’s S, AP1,2,3 pistols confer Rending (2) (Rending on 5+), Gets Hot! wounds count against combat resolution,

on charge: can make full attacks

in any other turn: can make single attack, does not get bonus of second ccw, etc.

- if both player agree, the charge movement and pile in move before combat can be made as one move with combined movement distance after the first model was engaged to fasten things up

- Characters: shooting wounds are directed, too

- Advanced rules: evasion value (normal rules: always use short distance), all reactions, Torrent of Fire, Directed wounds, damage chart modifiers for AP, flyer mode, ramming, Stratagems: bidding stays intact but only re-rolls can be taken, unique units, measuring*

* normal rules: can measure anytime you want, advanced: movement: measure full movement distance you want to go, i.e. 6” for a advancing, can’t measure 12” surge distance, anything else: measure distance to target

you play either all advanced rules or none at all

- Hit & Run: still random: 3D6” consolidation move

- Morale checks for casualties: only in enemy’s shooting phase

- witchblade can now cause ID after psychic test like force weapons

- there is a small box for rare movement situations: if infantry unit moves as jump infantry (or any other unit type has movement rules of another unit type), it uses the jump infantry movement rules, but for shooting and close combat it counts as original unit type, so it is still easy to hit, if an unit moves flat out and there is no column in the to hit chart, take the moving column, exotic movements count as ‘moving’ even if faster than flat out move, deep striking units count as ‘moving’ , if units that are immobile arrives from reserves but not via deep strike, they are placed in contact with table edge normally and remain there for the rest of the game, we shall assume the the bunker has decloaked or something similar, units disembarking from deep striking vehicles use the disembarking rules for charging, so no charge unless fleet rule

- Master-crafted: re-roll one to hit roll, if several models attack with master-crafted weapons of the same type, roll the dice together, then re-roll as many dice as there are master-crafted weapons

- if you shoot through interfering models, you cannot snipe

running out out steam because I don’t get the errata info and I have reached even the tiny details of the rules
but I have one big thing left:

- monstrous creatures: 2D6 versus vehicles, ignore armour, move as infantry unless stated otherwise, are ignored for Abandon as ICs, IGNORE TERRAIN WHEN CHARGING

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