Someone has nicely allowed us to do a question and answer since they now have the rulebook. So go ahead and ask your questions and he will attempt to answer them as best as he can.......

#1 Rule.... be courtious.
Try and ask questions that will not take a paragraph to answer.

And a serious thanks for taking the time to answer the questions here.



Here are some answers to previous questions that started this thread
Please move these answers to new thread natfka: (currently have no access to comp, writing on phone, will give longer answers this evening(in australia it's lunch))

Instant death, much the same as before
Eternal warrior ignores instant death
No different levels of two abilities

Do not see any particular rules on storm raven will write if I come across anything
what do you want to know about fluff? I haven't had time to read much yet
Master crafted, reeroll one failed roll to hit per turn

Well write all further answers in new thread by natfka. I will write about new mission types tonight cause they interest me, (there are six)

252 Comments:

  1. No hyperlink Naffka

    ReplyDelete
  2. Could you please explain the mechanic of shooting from a flyer to the ground, if you have time. Thank you very much.

    ReplyDelete
    Replies
    1. Have you seen the entire two pages of rules concerning flyers that GW have kindly posted on their website? If you have not it is in the 3rd "trailer" that they posted concerning the new rulebook. Just pause it on the point in the video where it displays the flyer rules for a full 2-3 seconds. It answers a ton of questions we have all had concerning our shiny new jets.

      Delete
    2. This comment has been removed by the author.

      Delete
    3. *******************************

      as above.

      also, flyers can move at "zoom" speed and "hover" speed

      zooming flyers can shoot up to four weapons at full BS if they move at combat/cruising speed. this is at ground targets

      shots shot at skimmers must be "snap shot" which are hit on 6s unless you have the "skyfire" special rule

      "skyfire": normal BS when shooting skimmers and flying MCs and skimmers snap shots against all other targets

      Delete
    4. Hitting SKIMMERS on 6's? Necron pwn all (except eldar/de/tau haha

      Delete
  3. Did Abbadon get his arms back?! No seriously are sm and tau fluff true cuz i coulda sworn i read it in rhe book. Damn aging eyes!

    Also how are fortifications deployed?

    ReplyDelete
    Replies
    1. **********************

      Abbadon has same sculpt as previously :P (I obviously don't know that meme...)
      fluff questions will be looked at later

      fortifications are deployed after mission type and deployment type are chosen, but before other terrain is placed. Fortifications are placed on your table half (not deployment zone) more than 3" from another fortification, starting with the player who chose table halves. It is worded in such a way that implies in the future some armies may be able to take more than one fortification slot.....

      there are a few fortification types mentioned, all are imperial, (however the video implied you can "loot" imperial buildings for xenos armies) and also it says - check future white dwarfs and our web site for rules for future fortification types

      Delete
  4. Oh, I have a question I haven't seen asked yet, if you would be so kind.

    Do Monstrous Creatures still ignore normal armor saves?

    ReplyDelete
    Replies
    1. Yes, they are AP 2.

      Delete
    2. ******************

      confirmed MCs are AP2 (unless using AP1 weapon). can also perform "smash" attack - half attacks, double strength to maximum of 10. furthermore model making a smash attack can re-roll armour penetration rolls. Interestingly MCs no longer re-roll 2D6 armour penetration as far as I can see

      on a related note (as I play nids) Furious charge is now +1S, but no I boost, and poison has been reworded to be "wound on a fixed number... unless a lower result would be required" so my trygons are dropping adrenals and taking up poisoned.... opposite of 5th lol

      Delete
  5. How does an assault work. Declare, Resolve overwatch, roll, then... what?

    Passengers and vehicles, especially open topped ones. Disembarking, moving, assaulting, getitng exploded, shooting out of.

    AP value of more generic weapons, choppa, cc weapon, chainsword, mandrakes "evil looking blade"...

    ReplyDelete
    Replies
    1. ********************
      Assaults:
      2 phases; charge and fight
      resolve the charge phase for each unit before you move on to fight phase

      charge phase:
      - pick a unit and declare unit it wishes to charge (also declare if multi-assaulting)
      - each enemy unit nominated can resolve Overwatch fire (only once per turn, Snap shot, cannot cause morale or pinning tests)
      - roll for range (usually 2D6 but theres a table for every different unit type)

      Fight:
      - choose a combat to resolve ( the player whose turn it is decides)
      - declare a challenge (move models base to base)
      - starting at I10 and complete for each initiative step
      - Pile in moves
      - engaged models resolve attacks (roll to hit, roll to wound/armour penetration)
      - resolve a challenge
      - determine assault results - side that caused the least unsaved wounds loses. must take a morale check - no mention of fearless wounds - I believe it no longer exists - if losing side fails morale, then fall back and sweeping advance. If passes, continue on. If you cannot hurt the model you are in combat with you can elect to automatically fail morale check (fearless can't do this)

      - consolidate D6"

      will answer other question in subsequent post

      Delete
    2. ***********
      will answer vehicle question later (it's a long one and I haven't read it myself yet)

      melee weapons:
      if unspecified: S: user AP: -

      chainsword: S:user AP: -
      Eviscerator S: x2 AP:2 USR:armourbane(2D6 armour pen), two handed, unwieldly (I1 unless walker/MC)
      Heavy chainsword: S: +2 AP: 5 USR: two-handed

      choppa not mentiond mandrake weapon not mentioned - therefore uses codex rules unless "generic CC weapon" in which case as above

      Delete
    3. What do you mean by Pile In Moves? Is this like defenders react? Would this also include the charge itself, as you hadn't yet listed a step where attackers engage the defenders? Or is it an entirely new type of movement that takes place during the middle of assaults?

      Delete
  6. Sorry I have moar questions but are there the Heavy/ Chariot vehicle types?

    If so what can they do or any abilities?

    ReplyDelete
    Replies
    1. Yes there are chariots. Well write their rules when I have access to a computer in a few hours time

      Delete
    2. *******************
      Heavy:
      can never move faster than combat speed, can't move flat out (6" max move - yes 6, not 12)
      for shooting, allways considered as having remained stationary (i.e. can move and shoot barrage, use full BS on all shots, etc...)

      Chariot:
      move normally for a vehicle of their type, if skimmer, can also make sweep attacks (3+/4+ depending on speed, chance to deal a melee attack for each attack in profile to a unit that you pass over during movement i.e. can do a melee attack in movement phase then disapear before retaliation)

      shot same as other vehicles, rider cannot be individually targeted

      can declare a charge - rider is considered to be in base to base with all models in base to base with the chariot, can strike and be struck as such, cannot be locked in combat, can't do a challenge
      +1 to armour saves
      crew is considered part of the chariot, can't attack, etc (basically ignored)
      Rider is fearless, can cause "Hammer of wrath" ->impact hit but gets D6 attacks resolved at S6 AP- (as oppose to 1 at user S)

      Delete
  7. What is the rules for LC and shred?

    Thanks

    ReplyDelete
    Replies
    1. ****************************
      I assume lightning claws, not las cannon?

      S: user AP: 3 USR: shred (reroll wounds), specialist weapon (need to have another specialist weapon to get +1 attacks) - the way I read this you could give them a lightning claw and a thunder hammer and still get +1 attack....wierd

      Delete
  8. What happens with Rending, does it change into something else and if so, what is it?

    Thank you

    ReplyDelete
    Replies
    1. Rending is AP2 when you roll a 6 and you get D3 armour penetration when you roll a6 for armour penetration, much the same as 5th

      Delete
    2. 1) Do sniper rifles keep rending, in addition to being able to allocate "to hit" rolls of 6?
      2) Is sniper rifle penetration still 3 + D6 = max penetration of 12 on vehicles with rending?

      Thanks

      Delete
    3. ********************
      @ Philip: confirmed

      Sniper weapons:
      rolls to hit of 6 are "precision shots" (you can choose how to allocate within unit)
      always wounds on a 4+
      Against vehicles sniper weapons are S3
      Sniper weapons also have pinning and rending

      So as I read max armour penetration is 3+D3=6.. so not so good

      Delete
    4. ********************
      @ Philip
      P.S. it is a roll to wound of 6 (not to hit of course)

      Delete
  9. Yeah, so generally speaking, what's the new fluff?

    ReplyDelete
  10. I'm not much of a fluff bunny, so I don't know where to look. (pretty much ask of it's new to me). I didn't see it in cursory inspection but that doesn't mean it's not there. Will write more if I see it.

    Well write about shooting at/from flyers next, but have to go..life goes on unfortunately;p

    Coils someone please move post from last forum to this one as it answers done questions and I can't do it on a phone. Cheers

    ReplyDelete
  11. 1)How do searchlights work exactly and what are other possible ways to mitigate night fight except night vision?

    2)How do flyers interact with each other and how much can they shoot when zooming?

    Thanx a bunch and keep ti up mate!

    ReplyDelete
    Replies
    1. 1)searchlights used AFTER firing all weapons, can then choose to illuminate target, if so also illuminates self. Illumination lasts until the end of following turn. Illuminated units gain no benefit from night fighting special rule. (I assume this means that if a target is illuminated it doesn't get shrouded at 24-36" (+2 to cover save) or stealth at 12-24" (+1 cover save)

      as a side note: extra armour gives crew stunned to crew shaken, not extra hull points. and vehicles are easier to hide (only need 25% of facing side to be obscured)

      2) there are no special rules for flyers interacting with each other (that I have seen) except evade. this has been discussed earlier and can be read if you look at the GW video and pause at the flyer rules, I don't feel like typing it all out again. sorry, how much they can shoot when zooming answered above. 4 shots when zooming

      Delete
    2. **********

      forgot to put my stars up above, that was me :D

      Delete
    3. *********************

      just had a quick look over again

      flyers can choose to use skyfire special rule at the start of shooting phase (i.e. normal BS for flyers, 6s for gorund)

      Delete
  12. I heard night fighting rules are differnet, would the tau's blacksun fliter wargear be useful in 6th edition?

    ReplyDelete
    Replies
    1. *******************

      I do not know what the rules for tau blacksun filter is so can't comment

      Delete
  13. How pretty is the book?

    ReplyDelete
    Replies
    1. ************

      very cool artwork, I'm finding it hard not to sit hear and just look instead of writing stuff up for you guys :P

      but I know that if I hadn't gotten the rulebook I would be scouring the net for rumours and I think what Natfka is doing/has done is awesome and want to support him/ draw people to support him

      keep up the good work Natfka!!

      Delete
  14. What are witchblades now?

    ReplyDelete
    Replies
    1. *****************

      S: User AP: - USR: Fleshbane(wounds on 2+), armourbane (2D6 armour penetration)

      Delete
    2. Wow.. s3+2d6. That's a pretty big nerf. needs a 6 just to get back to where we were before (previously s9 vs vehicles). Is this the end of seer councils? A couple of dreads (furioso, ironclad particuarly) could safeguard an army and seem like they could easily push councils out due to meta. The council hits on 4s and needs 11 on 2d6 to pen.

      Delete
  15. How does the 'sniper' weapon rule work now? Has it changed?

    Rumours mentioned a 'beam' weapon types, is this in the new rulebook? If so what is it?

    ReplyDelete
    Replies
    1. **************************

      sniper rule explained above

      No Beam weapon type

      Beam psychic power type: choose a point within range. draw a line 1mm thick between that point and middle of psyker base. first model hit at full S. next model at S-1, etc. Buildings take a hit as if it were another model and beam still continues. ruins/wall reduce beam strength by one as if they had taken a hit and beam continues. Friends and foes can be struck by said beam

      Delete
  16. Second the request for providing details on Rending.
    Also curious on what Relentless does now, can you confirm if it allows either a double tap at max range or does it allow assaults after firing Rapid Weapons?
    Is there any mechanic to allow for assaulting after running in the book at all?
    Thanks.

    ReplyDelete
    Replies
    1. ********************
      details on rending above provided by Philip

      Relentless models shoot; heavy, salvo and ordnance weapons counting as stationary even if they moved. They are also allowed to charge in the same turn they fired heavy, ordnance, rapid fire and salvo

      I have not come accross any way of charging after running, fleet no longer confers this but instead allows you to reroll as many of your run/assault dice as you like (but each die only once of course)

      Delete
  17. Are special characters allowed as allies?

    ReplyDelete
    Replies
    1. I read "no named independent characters" elsewhere, but I myself wonder about named characters that are not IC (mephiston, squad upgrade guys, etc.)...

      Delete
    2. **********************
      I have looked over it though and I can see no limitations on special characters named/independant or otherwise.

      interestingly even battle brothers (best tupe) cannot embark in allied transports although they act as friendly/models of same army for practically everything else (i.e. IC joining and psychic powers)

      Delete
  18. Can you take both FNP and invul saves? I was just curious if they'd change it to be analogous to ward and regeneration saves in fantasy

    ReplyDelete
    Replies
    1. ************************

      FNP saves are taken after saves, invul included (so yes you can take both).

      FNP cannot be made against unsaved wounds that inflict instant death but there are no restrictions for AP1-2 weapons

      Delete
  19. A lot of the other CCW questions out there have been answered but here's one I haven't seen yet.

    What's the deal with Relic Blades going to be? Are they still S6(I'm not sure if any other codex has them besides vanilla SM...), normal I and just AP3 now, or have they been hit by more drastic changes?

    ReplyDelete
    Replies
    1. *********************
      I can see no mention of Relic Blades in the rulebook. As such they follow the rules in the codex I assume (I don't actually know the rules for relic blades off the top of my head)

      Delete
  20. What can be bought as fortifications, and is it faction-specific?

    ReplyDelete
    Replies
    1. All the gw kits have rules ie bastion, fortress of redemption etc.
      Not faction specific. So build or modify your own tau or necron bastion as you see fit within commonsense "counts as" guidelines, of course.

      Delete
    2. *******************

      What Travis said (although the rulebook is remarkably silent as far as I have read on weather something is faction specific/build your own. All they have said is that more will be released in WD and on their web site)

      Fortification listed in rulebook are:
      Aegis defense line, Skyshield landing pad, Imperial bastion, Fortress of Redemption. All with appropriate and interesting special rules

      Delete
  21. What AP are Choppas and 'Uge Choppas?

    ReplyDelete
    Replies
    1. ***************

      not listed. therefore as written in codex or

      S:user AP: -

      Delete
  22. Thanks for this. Is there a rule/weapon buff for "two handed"?

    ReplyDelete
    Replies
    1. *********************
      a model fighting with this weapon never gains a bonus for having two weapons

      No other generic bonuses/rules, although most two handed weapons have other bonuses specific to the weapon

      Delete
    2. Thanks :( So much for Ward fixing Sanguinary Guard weapons

      Delete
  23. I would please ask that you don't give any spoilers on the fluff. I would like to read it myself. I would like to know how perils of the warp has changed, and how deepstrike mishaps have changed

    ReplyDelete
    Replies
    1. Perils now ignores all saves, only Hood can protect from the wound.
      Deepstrike mishaps are now 1: Destroyed, 2-3: misplaced, 5-6: delayed.
      No other changes to ds as far as I know.

      Delete
    2. **************************
      I haven't answered any fluff question yet. as stated below, i will put a spoiler alert up, if you don't want to read you don't have to

      perils of the warp: double 1s or double 6s. 1 wound with no saves of any kind allowed. double 1s still pass

      deep strike table as per anon above except it's 4-6 is delayed

      have not had time to in depth read over DS rules, will do so later

      Delete
  24. Anything in there on SOB's? Inb4 nothing.

    ReplyDelete
    Replies
    1. **********************
      there is a section of fluff on SOB, as long as for any of the xenos

      the section on chainswords has an eviscerator listed, but otherwise I haven't seen anything in particular.

      Delete
    2. ******************
      also SOB units have entries in the appendix along with other armies

      Delete
  25. Can flying monstrous creatures try and CC flying vehicles?

    ReplyDelete
    Replies
    1. i read elsewhere that jump infantry could try and assault flyers, so i would assume that winged MC's would also be able to

      Delete
    2. **************************
      there are no special rules listed for flying MCs or jump infantry assaulting fliers. (I was sad when I read this :( ) - in fact I can't even see a way for flying MCs to get skyfire so they aren't even more effective at shooting flyers !!!

      flyer rules say that "a zooming flyer cannot be assaulted" so I will assume that they cannot :(

      Delete
  26. Have Mandrakes become more useful?

    ReplyDelete
    Replies
    1. *******************
      I do not know the rules for mandrakes.... there is no way I can answer that question

      Delete
  27. Is infiltrate still the same?

    ReplyDelete
    Replies
    1. ************************
      set up the same

      "a unit that deploys using these rules cannot charge in the first turn" --> bummer!!!!

      IC can join infiltrators during deployment and infiltrate with them (even if they do not have infiltrate)

      otherwise I believe it is the same

      Delete
  28. Anything new for outflank? Scout? or move through cover? Do you move differently in mysterious terrain if you have move through cover?

    ReplyDelete
    Replies
    1. Another blog was saying acute senses rerolls outflank.

      Delete
    2. ok, but outflank, scout and move through cover are still the exact same as in 5th?

      Delete
    3. ***********************
      Acute senses: re roll if you arrive on a random table edge (outflank included)

      outflank: I can't see any major changes

      scout: infantry, artillery, walker and MC redeploy within 6", others redeploy within 12". Must remain 12" away from enemies. cannot charge in first turn. Otherwise the same (I believe)

      Move through cover: role an extra D6 when rolling to move thorugh difficult terrain, pick the highest. Automatically pass dangerous terrain tests (!!) has no affect on charge or impact tests

      Delete
    4. ****************

      re mysterious terrain: depends on the mysterious terrain

      Delete
    5. thanks a lot, you are great

      Delete
  29. Flyers can only be hit on a 6 while "zooming". And blast weapons do full strength for entire area underneath the template. Is the "roll a six to hit vs zooming flyers" true for blast/ordnance? I think it would be silly if heavy artillery could take down our pretty new flyers so easily.

    ReplyDelete
    Replies
    1. **********************
      "Template, vlast and large blast weapons cannot hit flyers in zoom mode"

      - I guess that solves that problem :D

      Delete
  30. Instant death doesnt change, does tyranids get Any love to counter that? It does not seem to how many models they are when in cc they barely get no save and then their many wounds also are insta killed

    ReplyDelete
    Replies
    1. FNP will now work against all force weapons, so there's that.

      Delete
    2. I believe you still don't get FNP against wounds causing instant death, so FNP wouldn't work against activated force weapons which is what Mathias wanted to know.

      Delete
    3. doooh!

      so tyranids will still have many wounds but they are all stripped like 1 wound since people insta kill them.

      well at least they have the rending and MC weaponry to fight of terminators, also, I just saw this - you can no longer kill more than you can see or you can reach in shooting :P so if you hide your forces it does no longer matter that you see the tip of someones toe at exact range distance to kill the whole squad

      Delete
    4. *********************

      as stated by others FNP does not work on force weapons as =instant death

      I cannot think of any ways that we can manipulate things pro tyranids yet (although trust me I'm thinking about it, they're my army!) - although the changes to dangerous terrain and night fighting are massive boosts for venomthropes (I can explain my thoughts more if you're interested :D)

      Delete
    5. no I appreciate your awnser and think I see were you are going :P

      keep up the good work :D

      Delete
    6. You might get the 'Suffer the Witch'(I think?) 6+ save against insta-death via force weapon - psychic attack?
      (speculation - have not read book)

      Delete
    7. ****************
      no you do not. specifically states deny the witch does not work on force weapons. in addition deny the witch only works on offensive powers that target enemy units. Your enemy cannot deny the witch if the power targets your own squads.

      as psychic hoods now only augment deny the witch by allowing all units within 6" take the psykers deny the witch roll, this means that augmentative psychic powers are AWESOME I reckon.

      and on that note, alot of the "divination" powers are similar to the eldar powers, so you won't need to take eldrad as an ally to augment vect or anyone else for that matter....

      Delete
  31. I had heard that in the Appendices in the back, the Stormraven is listed as a Vanilla Marine vehicle as well.

    The fluff question revolves around the Tau. Supposedly, they're sorta advancing the story by saying the Tau were engineered to be immune to Chaos, and that the Emperor, beloved by all, ordered the Ultramarines to protect them.

    ReplyDelete
    Replies
    1. *******************
      Yes, as you said the stormraven gunship is listed as a spacemarine vehicle

      it is also listed as BS4 AV12 all round HP 3, flyer, hover, transport

      I have not read fluff as of yet

      Delete
  32. Can creatures with wings and/or jump infantry close combat flyers in there air?

    Can a monstrous creature that has made a flight move fire a weapon after?

    ReplyDelete
    Replies
    1. I believe try can from reading the batrep in the WD about the daemon prince

      Delete
    2. *****************
      As said above, I do not see any way in which flying MCs/jump infantry can assault flyers unfortunately

      Flying MCs that make a "swoop" move (as oppose to a "glide" move - similar to zoom move, can fire up to two weapons as per normal

      Delete
  33. Any changes to bikes?

    ReplyDelete
    Replies
    1. *************************
      if you charge a model behind a barricade/aegis defense line, you must take a dangerous terrain test.

      Hammer of wrath (attack at I10 on charging), Jink(+5 cover if moving, 4+ if turbo boost), relentless

      bikes turbo boost 12", jetbikes 24", eldar jetbikes 36"

      otherwise no changes I believe

      Delete
  34. Re: bikes... also still +1 T (shooting AND cc)?... still relentless?... any changes to relentless?

    ReplyDelete
    Replies
    1. *****************

      yes

      rules for relentless listed above (use search function if you don't want to trawl through all my past responses :D)

      Delete
  35. I saw on leaked picture that power claw got separate entry then fist could you tell whats the difference between them(exact charasteristic wasnt seen on leaked page), i also wants to know if other cc weapons(de especially, give us their ap if you can) also got same changes and are places in rulebook ?

    ReplyDelete
    Replies
    1. *****************

      power klaw and power fist are identical despite different entries

      I could not see any DE specific entries (or weapons that I know are DE)

      Don't understand the question from that last sentence.....

      Delete
  36. Hello all

    I finally have a chance to sit down with a computer and so will try and start answering questions starting from the top. I realise that as I'm answering as anonymous it will be difficult to tell my posts apart - I will put a line of stars at the top to say it's from me with the rulebook (don't be a doosh and copy that :P)

    I will answer fluff questions last - they're the hardest to answer. for those who don't want to know the answer to fluff questions I will put a spoiler alert up, if you don't want to know don't read

    ReplyDelete
    Replies
    1. thanks for doing this. I haven't found anything concrete on bikes yet, and as a guy with 2k of white scars as my front force... well I'm curious. Again, thanks for taking the time to share information with all the rest of us

      Delete
    2. Thanks a ton for taking the time to answer our questions. We sincerely appreciate it.

      Delete
    3. Ditto, thanks for your time and help.

      Delete
    4. *******************

      my pleasure, it's what I would want others to do for me :D

      as for bikes, I have now answered that above

      Delete
  37. Curious about the rule differences for powerfists, -axes and relic blades. Because, from what I know so far axes seem kinda pointless.

    ReplyDelete
    Replies
    1. This info is pretty well known by now, but here goes. Powerfists are exactly the same as 5th.

      Power Axes are AP2, but add to Str (I've seen +1 or +2, pretty sure +2 is right) They also have the same property that makes them act on i1. They are CHEAPER than powerfists, as they are the cost of a "Power Weapon" and I have seen no reason why you couldn't kitbash all units that say they have "Power Weapons" to have these axes if you wanted. For the cheaper price, you get less str.

      Relic blades are unique weapons that are also power weapons. In this case, it retains all of it's unique rules, and has AP3. This is the same for Frost Axes (they have special rules, so, they are NOT power axes.)

      Delete
    2. My bad, looked again, and Power Axes do seem to be +1 str.

      Delete
    3. *******************

      as per anon above. Except Power axes are +1 S (not +2). Relic blades and frost axes are not mentioned in the rulebook so I can't comment except to say I would go by the rules in the codex (I know that's not helpful :D)

      Delete
  38. Is there a different entry for force weapon ap values then power weapons? Or are they under the same category?

    ReplyDelete
    Replies
    1. see this for force weapon and their ap they are on 4th picture:
      http://natfka.blogspot.com/2012/06/pics-pages-from-rulebook-force-weapons.html

      Delete
    2. **************
      as above

      Delete
  39. How does close combat work? Do pile in models attack? Who are wounds alloacated in combat? Is it still all models within 2" attack? Are characters (and/or IC) treated as a separate unit?

    ReplyDelete
    Replies
    1. ******************

      assault sequence discussed in detail above

      will explain pile in, wound allocation, etc.. later. My mind is starting to freeze up after answering questions for so long so I can't tackle difficult questions :D sorry. Will explain more later

      Delete
  40. If special characters can be used as allies? can you benefit from there special rules such as fateweaver letting you re-roll saves?

    ReplyDelete
    Replies
    1. *****************
      discussed above

      1) yes
      2)if you are battle brothers yes, any other type of ally - no

      Delete
  41. Are Flying MCs able to use their new "Vector Strike" against flyers/other vehicles? Also, does Vector Strike dole out AP2 wounds?

    Thank you.

    ReplyDelete
    Replies
    1. **********************
      YES!!!!! - so that's how flying MC's can hurt flyers!!! :D

      See this is good for me too, thanks Muninn, you're a thinker :D

      you make D3+1 hit, unmodified strength and AP 3 (not 2:( ). against vehicles these are resolved against side armour. a model who has made a vector strike counts as having shot one weapon, however you can choose a different target for your other weapon in the shooting phase

      Delete
    2. Good news indeed!

      Delete
  42. Would you mind telling us the wording for the penalty for hitting a flyer with shooting. Is it "all models shooting at a flyer are reduced to BS1", or "all models shooting at a flyer need a six to hit"?

    ReplyDelete
    Replies
    1. ****************
      "shots resolved at a zooming flyer can only be resolved as Snap shots"

      "If a model...snap shots...it's ballistic skill is counted as being 1 for the purpose of those shots"

      (are you thinking marker lights to increase BS? If so I guess they would work along with any other BS boosting ability)

      Delete
  43. is "gets hot" any different? Im thinking in particular if i field plasma gun guys with prefered enemy and roll 1, then I get to reroll that dice, but do i still suffer gets hot?

    ReplyDelete
    Replies
    1. *************
      gets hot will now give a vehicle a glancing hit on a to hit of one and a further role of 1, 2 or 3

      If a model has the ability to re-roll it only suffers a wound if the re-roll is also a 1.

      Delete
    2. thanks, then prefered enemy plasma gun blood claws and plasma pistol wolf scouts is what space wolves will field :P

      slay those incomming terminator-spammers!

      Delete
  44. I would like to know if there are any changes to opentopped vehicles (charging out of skimmers,disembarking,etc).

    ReplyDelete
    Replies
    1. **************
      as stated above, these are complex, I haven't had the chance to read them yet and I will try and answer this question later

      Delete
  45. Any changes to move through cover? Also do infiltrate and outflank function in much the same way as fifth?
    And lastly, are there any restrictions on overwatch besides the one per unit? E.g direction or anything?

    ReplyDelete
    Replies
    1. the restriction ive heard of is one unit may overwatch per player and turn

      but other than that i have not heard enough to say there isnt more to it

      Delete
    2. **********************

      move through cover, infiltrate and outflank have been discussed above

      overwatch is discussed in part above. the only restrictions to overwatch are: once per turn per unit, can't do if locked in combat, can't cause morale/pinning tests, shots fired can only be snap shots (BS1). they must also follow all other rules for shooting (line of site, cover, etc) so there are no directional restrictions

      Delete
  46. 1. How do you roll to hit with a blast weapon?
    2. What happens to an embarked unit in a skimmer that is shot down after moving flat out?
    3. How do twin linked templates work?

    Thank you! :)

    ReplyDelete
    Replies
    1. Oh and i forgot one.. :-/
      Has the "to hit chart" been changed?
      Can high WS characters hit on 2+ in cc now?

      Delete
    2. ************************
      1. exactly as before
      2. for flyers:any model within suffers a S10 hit with no armour saves allowed
      for skimmers: no information listed under skimmer, will follow rules for normal transports I assume which are;unit suffers S4 AP- hits equal to number of models
      3.
      twin linked blasts: you may reroll the 2D6 and scatter dice
      twin linked templates: may reroll to wound and armour pen rolls
      4. To hit chart not changed

      Delete
    3. Is it : "S10 with no armour saves" or "S10 with no saves of any kind" like rumours previously stated ? ..cause that would make a huge difference

      Delete
    4. *********************
      no saves of any kind, my bad

      Delete
    5. *********************
      actually, just looking at the book again, I was right when I said it first

      "any models within suffer a S10 hit with no armour saves allowed"

      Delete
    6. thanks ! That's a really good news ... that S10 no saves at all seemed so very punishing. Now terminators will actually have the chance to survive the crash : D.

      Delete
  47. Hello!

    Here's a 'tuff one... how do Wound Allocation really works?

    This has been a bit of a problem with my gaming group speculations' because the "nearest to furthest" is pretty vague. Also we have created some situational examples where we'd have lined up infantry models shooting at lined up infantry models and the Wound Alloc wound go bananas! :P

    Thanx!

    ReplyDelete
    Replies
    1. ********************
      will discuss this later, difficult question (when you go beyond nearest to furthest) and my brain hurts from answering questions for hours. will write more later

      Delete
    2. Yeah man, no problem! :)

      I know it was a difficult one...

      Delete
  48. Can you explain the movement rules for a standard and fast vehicle? Also, are there changes to assaulting from a vehicle or open topped?

    And to put any debate to bed, are allies allowable in all standard games?

    ReplyDelete
    Replies
    1. This comment has been removed by the author.

      Delete
    2. *****************
      standard: 6" combat, 12"cruising, 6" flat out (if a vehicle moves cruising can only snap fire, combat can fire single weapon at BS, others as snap shots)
      Fast: 6" combat, 12" cruising, 12" flat out (combat speed can shoot as stationary, cruising can shoot two weapons at full BS and others as snap shot)

      will cover assaults from vehicles later

      Allies: one allied detachment per primary detachment (so at 2000 points where you can take two primary detachments, if you take a second primary detachment you can also take a second allied detachment, although as you can imagine this will chew up a lot of points)

      There is no indication that this is not for normal games, so yes this is for standard games

      PLEASE PLEASE, do not start that argument in this thread, this thread is already convoluted enough from Q and A. what TO decide to do is their business so discuss it elsewherer. thanks

      Delete
  49. For clarification, winged mcs do not count as flyers correct?

    ReplyDelete
    Replies
    1. **********
      winged MCs are not flyers, they are "flying MCs" which have their own rules

      Delete
  50. Have the rules for ordinance weapons changed?

    ReplyDelete
    Replies
    1. Can you fire ordinance as "snap shot" too (when applicable)?

      Delete
    2. ****************
      I never used ordnance in 5th, sorry 'nid player, so I can't remember if the ordnance rules have changed, anything specific? ( I don't have time motivation to compare them at the moment)

      template and ordnance, blast cannot be fired as snap shots, any weapon that does not use ballistic skill (e.g. monolith portal) cannot be snap fired

      Delete
  51. Will the "snap shot" before assault count in determining the outcome of the assault itself?

    ReplyDelete
  52. Ive heard rumors that AP on shooting weapons will be remade aswell, that AP4-6 will become AP- so we just have, AP1,2,3,-

    it could be in erata but is this in rulebook?

    ReplyDelete
  53. 1) How counter charge works ?

    2) Glaive Encarmine are listed in the rulebook with their specific profile or are simple two handed master crafted power weapon ?

    ReplyDelete
    Replies
    1. counter charge works as in 5th, dont know about the other

      Delete
  54. Hi
    Can You tell me how exactly hull points works? Is there any limitation to how many HP can be lost in one turn via glancing?
    Basicaly: are the vehicles totally screw up? ;)

    ReplyDelete
    Replies
    1. (not anonymous)

      From what I remember to have read, the survivability of vehicles goes up. It will be less of a gamble, but massive glancing hits can take a vehicle down eventually.

      Vehicles have 3 or 4 hull points. Glancing hits reduce HP by 1. Penetrating hits reduce HP by 1 and roll on the new "Vehicle damage chart" (2 out of 6 destroyed chance). When HP drops to 0, the vehicle is out of action.

      In my opinion, heavy weapons have a smaller chance of 1-shotting a tank (which is good).
      Template weapons hit the tank more easely (partial cover of the template is a full hit). There will be no such thing as a lucky glancing hit. Your vehicles will become more venerable as they lose hull points until they break down completely.

      In my opinion the difference between killing a tank in 1 shot and some MC's with multiple wounds and high toughness was incorrect. Now the two are at least closer together.

      Delete
  55. DE Incubi Klaives are two-handed +1S PW... Sure you can't see them in the appendices?? nor agonisers or huskblades?? :( Man I need to know their AP values...)

    Does the Jink rule stack with the nightfighting +2 to cover saves??

    ReplyDelete
    Replies
    1. ***************
      have looked over weapons appendix as well as generic weapon rules. those weapons are not there. You must use codex information (if it says it's a power weapon and it does blah.. then it's AP3. If it says it ignores armour saves and blah, then it ignores all armour saves. Until it gets FAQ'd)

      As Jink is a cover saver, yes it stacks with nightfighting

      Delete
  56. If an open topped transport explodes what S are the hits for the people inside?

    ReplyDelete
  57. *******************************
    sorry i've not been able to answer everything yet but I need to have dinner. I may or may not get back on tonight, hope everyone is happier now then when I started :D

    ReplyDelete
    Replies
    1. Ok, in every case thank man :D

      Delete
    2. Definitely, appreciate all the responses!

      Delete
  58. Can embarked troops still hold objectives from inside the vehicle?

    ReplyDelete
  59. Is there any indication that they are integrating forge world into 'normal' games of 40k? Love my warp hunters, but sad that only a few players 'let' me field them...

    ReplyDelete
    Replies
    1. It would be awesome to have them as an ally in your army.

      Delete
    2. *******************
      I have come across absolutely no indication of forgeworld except that some of the army pictures have forgeworld models

      Delete
  60. so most flying monstrous creatures can only glance a storm raven from vector strike as its base strength normally 6 and hits on side armour

    ReplyDelete
  61. Are vehicle squadrons now able to fire at different targets ? And like in some rumours, can vehicles shoot their weapons at different targets when they forfeit one of their weapons ?

    ReplyDelete
  62. Is Baneblade or Shadowsword listed as Imperial Guard unit in the appendix? :D, What vehicles have the new "heavy" rule? thanks!

    ReplyDelete
    Replies
    1. What is the "heavy" rule?

      Delete
    2. ***********************
      no. bane wolf listed, but no banesword

      heavy rule is listed above. I don't have time to list every vehicle, sorry

      Delete
  63. Can you clarify how jump infantry works now - movement and charge distance, "hammer of wrath" ?

    I appreciate all the work! Thanks

    ReplyDelete
    Replies
    1. - Jump packs allow you to reroll the 2D6 charge distance.
      - Fleet can reroll the 2D6 charge and run distance.
      - Charging into difficult terrain takes away the highest dice on either 2D6 or 3D6 (both are mentioned by different sources).

      Delete
  64. Do pistols receive a S and AP value in CC? Specifically...does a plasma pistol grant S7 AP2 for example?

    Thanks

    ReplyDelete
    Replies
    1. Pistols do not provide any additional bonuses in CC.
      But taking the new "snap shot" rule into account, it could help in holding off an attack when you are being charged.

      Delete
    2. ***************
      as above

      Delete
  65. Does activating force weapon do anything besides instant killing? What does the "Force" special rule do?

    ReplyDelete
    Replies
    1. On this page, a table is presented which the AP and S values for force weapons. It seems like no other special rules apply as far as the rulebook is concerned. Also, no mention of instant killing, so I would assume this is no longer the case.
      http://3.bp.blogspot.com/-20gh91Ba8J4/T-nRIJxrvWI/AAAAAAAAGRo/wTQOz4g-Kyk/s1600/werwer.jpg

      Delete
    2. can someone for the love of god pls verify that force does not instakill! pls! :P

      then I would not want anything more for christmas

      Delete
    3. The Force USR (pg37) says they do, so long as the psyker expends a warp charge and passes a psychic test. No Deny the Witch saves vs this either. I hope you get something nice for Christmas.

      Delete
    4. This comment has been removed by the author.

      Delete
    5. I kind of new it was to hope for to much

      Delete
    6. *******************
      as per anon
      "The Force USR (pg37) says they do, so long as the psyker expends a warp charge and passes a psychic test. No Deny the Witch saves vs this either. I hope you get something nice for Christmas."

      Delete
  66. Do MCs get any boost to their survivability?

    ReplyDelete
  67. Is every wound added as penalties to leadership tests when resolving close combat?

    ReplyDelete
  68. Activated Force Weapons (force charge as I read that on Dakka casue instadeath. 3 days to go.. we'll see if that's true

    ReplyDelete
  69. - how is it decided whether a model that previously held a "close combat weapon" now wields a "heavy" or normal chainsword (or what else is there)?
    - how does artillery work? still ARM10 vehicle, hull points?
    - how do assaults from fast open-topped skimmers work (ranges)?

    ReplyDelete
  70. Would you be so kind to let us know how squadrons work?

    ReplyDelete
  71. That is, vehicle squadrons...

    ReplyDelete
  72. This comment has been removed by the author.

    ReplyDelete
  73. Does the Allied Detachment use part of your standard FOC charts, or is it independent?

    What I mean is, if I ally in 1 HQ and 1 Troop from Allies, do I still get to select 2 of my base HQ, and 6 of my base Troops, or am I now selecting 1 base HQ + 1 Allied HQ, and 5 base Troops + 1 Allied Troop?

    I've heard it both ways.

    ReplyDelete
    Replies
    1. He mentioned this above

      You can take 1 allied detchment for every 1 normal detachment, so I assume try are separate.

      Delete
  74. On the topic of vehicle squadrons, what about obscure rule for vehicles. What type of save do they get now?

    ReplyDelete
  75. How do you contest objectives - every turn or like 5 edition ?
    Can vehicles deny scoring ?

    Thanks for all your work !

    ReplyDelete
  76. Do Artillery have hull points? Do you still roll to target crew?
    Can the guns in fortifications be targeted separately? How long is an Aegis Defence line? All the wall sections in the kit? If destroyed are all the wall sections destroyed?

    ReplyDelete
  77. This comment has been removed by the author.

    ReplyDelete
  78. How does the slow and purposeful special rule work?

    ReplyDelete
  79. How does preferred enemy work now; heard two opposing views:

    Re roll to hit and to wound rolls of 1 in shooting and cc

    Re roll to hit in cc and shooting and rolls of 1 to wound in both

    Re roll to

    ReplyDelete
  80. ********************
    Two of the recurring questions are wound allocation and how assaults out of open topped vehicles work.

    Wound allocation:
    choose the model closest to the firing unit. this model then takes a wound. if it passes it takes another wound, this continues until that model fails. his wounds are reduced by one. If this reduces his wounds to 0 he is removed as a casualty. you then pick the next closest model to the firing unit and repeat the process. This process is essentially the same if you have different armour saves/toughness/wargear/weapons. So it is the closest model that matters. So potentially one model could take 20 wounds for an entire squad - go space wolf terminator squad leaders...

    open topped vehicles: can be assaulted out of as in last edition.

    ReplyDelete
  81. Curious to how exiting a vehicle with all exits blocked works when the vehicle is destroyed.

    ReplyDelete
 
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