The AP of close combat weapons has been one of the most discussed new rules rumored to be a part of 6th edition. Even though Darnok says to add lots of salt to this one, the shooting at fast vehicles thing I like. Although I can see how quickly all the Grey Marine players (non-painted) would become Blood Angels.



Please remember that these are rumors, and as Darnok says for this set, use Heavy amounts of salt.

via Darnok
These come from a birdy, but I'd advise on heavy NaCl-usage...
AP are on ccw but he says power weapons are ap 2, not 3.
When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
It's move assault then shooting now!
Fnp is 5+.
Master crafted ccw give you a 5+ invuln save
When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
A unit can't claim a object while inside a vehicle.
There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4 you only do 2 wounds! Strengh 5 or more would do 3 wounds & kill him.
In kill point missions you get kill points based on what the units points cost, so for example a landraider would be worth 5 kill points & a unit of marines 3pts.

48 Comments:

  1. This all sounds rather like the "leaked" rule set, and not at all like the other more recent rumours such as random charge range etc. Im not sure how much I buy into this set of rumours.

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  2. I don't understand anything written here on instant death changes and onward.........

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    1. They're saying (IMO) that instant death is gone. If you're strength is double toughness, its two wounds. Then from the example with the captain, each point of strength over double looks like it deals an additional wound. i.e. against a toughness 4 model, Strength 1-7 causes 1 wound, strength 8 2 wounds, 9 three wounds and 10 four wounds.
      As for kill points, looks like they're suggesting they will kind of mash up between current system and victory points. Again, based on examples given looks like each 50 points the unit is valued at = 1 kill points. so a 250 point land raider gives you 5 kill points (250/50).

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  3. Isn't this just pulled from the supposed leak ruleset from late last year? I thought that was pretty much debunked as a 'go-crazy' precursor to 6th?

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    Replies
    1. That's what it seems like. Its almost like the "birdy" is feeding old information.

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    2. Or the birdy is a lie

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  4. I can see vehicle speed affecting to hit rolls, similar to combat, however I do not for one minute believe having the status 'fast' will make it an auto 6. If they do standardise to hit rolls against vehicles based on speed it'd be a massive buff for Bs3 armies like guard. Lascannon teams hitting raiders on 2+ anyone?

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  5. OK, this is an odd collection of tidbits. Sort of like other rumors but also a little quirky. Assault at double your move? Maybe if the phase is like he says, move assault then shoot and the assault move takes the place of the normal move ... I can see thqat working. But a 6" move followed by a 12" assault for basic infantry would play havoc with any shooty army.

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    Replies
    1. if assaulting doubles your move, then where does the random assault fit in?

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    2. if it works like fb then infantry would assault 12" + 2D6 (pick the highest)

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  6. Why go to the effort of saying cc power weapons are ap2? All infantry units already had to rely on invuls against them anyways.

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    Replies
    1. because earlier rumors said PW would be AP3 instead of negate armour saves, so by calling it AP2 it is effectivly the same as in 5th.

      the reason he brought it up is because rumors of AP3 has been going around.

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    2. Ahhhh, thanks for the clarification on that. I thought it was odd without that info you provided.

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  7. So one rumor says charge is 2d6 take the highest and this says double your movement, somehow i dont see either being right, 2d6 could be too low and double your movement is too high. Movement plus d6 (2d6 and take the highest) is most likely so im going for the first rumor

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    Replies
    1. I agree. I think phase sequence is correct, and therefore assaulting will replace your normal move. Therefore, most likely will be basic move + 2D6(highest).

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    2. The thing I wonder about is how "run" will work. If when running you move a set 6inches, but the assualt move is random, this wouldnt be too bad, since you are just swapping the "run" and Assualt move ranges from 5th. It also gives all units that degree more mobility. Perhaps then the Dark Eldar combat drugs result of roll 3D6 for running would change to 3D6 for assaulting?

      It means effectively that units with fleet (who can run and assault) must decide whether to use the definite 6 inches to get into a more likely assault range, or decide to fire assault weapons/pistols to soften up the enemy before risking a charge that may or may not reach.

      I also wonder how units like beasts will charge with the random rolls? Would it be 2D6 + 6 inches (discarding the highest roll)?

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  8. Master Crafted CCW giving a 5++...thats a bit pointless. Maybe in a 5++ in CC only (similar to Swarmlords 4++ in CC), but even then - anyone who has access to Master Crafted Weapons probably also has access to other methods of invuns (Termi/special armour etc).

    Still don't like Assault before Shooting phase, but I'm a Nids player and am used to getting screwed by now. Lol.

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    Replies
    1. they might do some buff saying that a 5++ and a 5++ = 4++ or 5++ and 4++ = 3++, then it becomes important to have your force weapon

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  9. Sanguinary Guard become terminators with an 18" threat range (without knowing what the rules are in 6th.....)

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  10. Hi all,

    this post is unfortunately complete rubbish, just a mixture of bits from the fake ruleset.

    kind regards

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  11. I'm interested in hearing how "assault" weapons will work if you charge before the shooting phase. Maybe they'll just let you shoot them in the shooting phase at the unit you're in vombat with, but otherwise I see a major nerf for a lot of units.

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    1. maybe you cant shoot after an assault if you havnt an assault weapon?

      seems pretty logic, after you assaulted someone you need time to be ready again and shoot, so if you have a big or heavy weapon to wave around you have to pass up that turn

      so you can either not assault and just stand and shoot, or assault and if you kill all enemies that you assaulted then you can shoot your assault weapons at another unit in range

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  12. Exploding Vehicles & Critical Hits

    The vehicle is destroyed, as its fuel and ammo
    detonate, ripping it apart in a spectacular
    explosion. Flaming debris is scattered D6" in
    every direction, measured from the vehicle’s
    edges. Every non-vehicle model in range rolls a
    D6. In addition, roll a D6 for every embarked
    model (including vehicles). For every roll of 1 for
    one of its models, a unit suffers a single Critical
    Hit. The vehicle is then removed without leaving
    any residue.



    CRITICAL HITS
    Some hits are extremely lethal so that protective wargear is of no use. These critical hits are inflicted by exploding vehicles, the devastating weapons of a Titan or when a warrior is rammed by a tank. Other hits do not breach the defenses of a warrior but circumvent them instead - be it the ethereal strike of a psyker, quick sand, entangling roots or other hazards.

    You do not have to roll to hit or wound for a critical hit. A model suffers automatically a single wound. Only invulnerable saves can be used to prevent this wound. If a unit suffers a number of critical hits, the owning player of the target unit allocates the wounds as normal.

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    1. If what you have just written is from the rulebook and fact, my vehicles will never see the light of day again. It's a hell of a lot more believable than the other rumour, putting assault before shooting.

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    2. Naw im pretty sure this is from the panFAKE ruleset IIRC.

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    3. It is indeed JayDee, its not from 5th edition.

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  13. Partial List of Strategems


    LIST OF STRATAGEMS
    1 SP Battle Fate
    Fortune favours the bold. This stratagem can be chosen more than once. The player can re-roll a single dice during the game. This battle fate reroll follows the normal rules for re-rolls as explained on page 23. The player cannot force the opposing player to re-roll any of his rolls. Only the following rolls can re-rolled: Any roll to hit, Any roll to wound, A single saving throw, Any armour penetration roll. Roll all dice again if the model uses more than one dice for armour penetration., A dangerous terrain test, Any morale check. Re-roll all dice together., A single sweeping advance roll. It doesn't matter if the unit rolls to escape or to overrun., A characteristic test

    1 SP Special training
    The army has been meticulous prepared for the particular challenges and pitfalls of the oncoming battle. This stratagem can be chosen more than once. Immediately after picking this stratagem the player chooses a single unit for each SP invested in this stratagem. Each unit receives one of the following special rules: Tank Hunter, Stubborn, Shielded.

    1 SP Comm link
    The commander is constantly in contact with the reserves to get updates on their position, status and other vital data. This stratagem can be chosen more than once. The player receives one extra Reserve dice for each SP invested in this stratagem that is added to his Reserve pool in each game cycle.

    Defender 1 SP Defensive line
    Standard issue aegis defence lines or, in dire circumstances, ad-hoc barricades are deployed to bolster the own defensive positions. These barriers are easy to deploy and can reshape a whole battlefield within hours. This stratagem can be chosen more than once. Immediately after picking this stratagem, the player may place three segments of a defensive line anywhere on the table for each SP invested in this stratagem. Each segment is an up to 7" long piece of difficult terrain that confers a 5+ cover save. Infantry should be able to shoot over the defensive line. If you haven't brought fitting terrain to the game, you cannot choose this stratagem.

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  14. As a Tau player, I really like this:


    Pinning
    Coming under fire without knowing where the shots are coming from is extremely shocking, making troopers throw themselves flat and hug cover as much as possible. Sniper fire and barrages are the most common causes of this. If a unit suffers any unsaved wounds from one or more pinning weapons of a firing unit, it must immediately take a Pinning test. A Pinning test is a Morale check (pinning). If the unit fails the test, it is shaken. If the unit is already shaken, it becomes broken instead. It does not make a Fall Back move as it is too scared of enemy fire. Units taking a Pinning test suffer a -1 Ld modifier for each unsaved wound caused by a pinning weapon of the shooting unit up to a total modifier of -3. If a unit takes a Pinning test due to another reason than pinning weapons, the roll is not modified (unless stated otherwise, of course). A unit may be called upon to take multiple Pinning tests in a single turn.

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  15. Patch Up
    Unit Type: Compulsory

    When unit with multiple-wound models gets seriously battered, several models probably end up with less than their full Wounds. Those units have the chance to treat injured squad mates to prevent that they get incapacitated by loss of blood or exhaustion. However, to restore a squad's full fighting efficiency, it is sometimes necessary to abandon badly injured warriors. If a unit contains more than one wounded model, it must carry out a Patch Up action. Choose one model that you deem to be too badly wounded to fight on and reduce its Wounds by one, even it is consequently removed as a casualty. This wound cannot be prevented by any kind of saving throw. In return, you can choose one model whose injuries turn out to be nothing more than a scratch for a mighty warrior like this and restore a single lost Wound, up to its starting number of Wounds. Repeat this until not more than a single model remains with less than its full Wounds. Independent characters are completely omitted when performing this action.

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  16. This is all from the pancake rulebook. I would not have posted this

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  17. uh oh, with that amount of salt, it is starting to precipitate because the solution is satured!!!!

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  18. Hell no!no move assault shoot! But yes i still have ma leakhammer pdf. And just checked. Pretty much all of this is identical. Whoops.

    April fools?

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  19. I'm beginning to think that all this stuff from the leakhammer pdf is an attempt to poison the well.

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    Replies
    1. Aye...

      "Somebody's poisined the waterhole!"

      Toystory....

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  20. Funny you should mention poisoning the water hole, on saturday my local GW is running a squig sculpting competition with the idea of using said squigs in a fantasy scenario called... poisoning the water hole!

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  21. Great rumor Darnok! Your only about a year too late. The fake pdf already leaked!

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  22. I wouldn't be surprised if all those rules made it into the final version of 6th edition. While GW honestly and correctly reaffirmed that the "Pancake" Rule Set was NOT a leaked copy of the 6th edition rules, they didn't ever go so far to say that it wasn't an early test play version... (Which I still believe it was).

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    1. they already confirmed it was something with them (GW) when they got their lawyers involved to have all the websites remove the download links. I believe it was a playtest no matter what the so called rumor mongers say. or how much they say its bollocks...

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    2. who already confirmed it? I have not seen any confirmation or information regarding lawyers. I would love to have a source or a link to point us to.

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    3. I had heard about the lawyers and real brief that gw lawyers were trying to scrub the internet of it. But not sure if it was "confirmed " though...

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    4. Could simply be a confirmation that they were trying to get rid of it because it falsely used their name and made them look terrible for such bad rules...

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  23. That rule for shooting at fast vehicles makes a lot of sense actually. Shooting at vehicles of different speeds should determine to hit, if not then modifying to hit at least because it's obviously going to easier to hit a monolith that's slow and purposeful as opposed to a raider.

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  24. So if the phases are changed to move, assault, shoot then what will become of crisis suit jump-shoot-jump?

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    Replies
    1. I dont think you realize this but Im at least 98% sure that this rumor is just from the leaked rulebook. It had all the same stuff and had move assault shoot. Now that contradicts(along with loads of other things)thay we've heard recently.

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  25. And here I thought people would be able to wait just a bit longer for the real information that we will be receiving from the GW promotional event. Guess not...

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