Just in case you cannot get enough.... There is always more. Here is a long set with lots of information taken from our about to be released 6th edition rulebook. There is a lot of good information, so take a look.

via andyc over at Warseer
Dark Eldar Raiders, Ravagers, Razorwings, and Voidravens have 3 hull points, Venoms have 2



Cover saves seem to be taken on a per model basis, so when you get shot you allocate the wounds how you wish, but the cover save is per model, not per unit. The model only needs to be 25% obscured to earn a cover save


You can choose to focus fire on a unit in which case you pick a cover save and the enemy can only allocate wounds against models with that cover save or worse.


Plasma grenades can be thrown


And they shall know no fear breaks all the rules with regard to fear checks, falling back, regrouping.


Characters are not only the independent characters but squad leaders, even monstrous creatures in some cases. All of these characters can issue a challenge and then subsequently be helped out by a stronger character with an intervention


Slow and purposeful simply move 6, but cannot run


Gargoyles are still jump infantry and subject to dangerous terrain tests, but also get skyhammer


In area terrain you get +2 to cover save


Random game lengths are in, same as 5th


Reserves are roll 3+ turn 2, 3+ turn 3, and auto enter turn 4


Nightfighting gets rolled for in turn 1 on a 4+. If it doesn't activate then you roll for it again turn 5


Bikes get the skyhammer rule, and get armour saves against failed dangerous terrain tests


Skilled rider gets you +1 to your cover save


Beasts can now climb levels

to hit chart and to wound chart is like 5th. You can't wound everything on 6's

challenges are made in the fight subphase
issue a challenge like fantasy, only one challenge per combat phase
nominate a guy to challenge
nominate a guy to accept a challenge
if you refuse the enemy can choose one of your characters not to attack this phase
move the guys to base contact
only only challenger and challenged can hit each other
if you only have one character and the other character has a unit as well then there is a bonus reroll for every 5 'spectators'
unsaved wounds add to the overall combat res
they continue to fight, even if a space marine flees and is caught with ATSKNF
glorious intervention allows you to switch characters with initiative test

How I understand it you decide at the beginning of your movement whether the flier is zooming or hovering. If zooming you then turn if you want and move however far you want. You then use those rules to decide what you can shoot and at what BS.

land raider is just tank and transport, no heavy (I was surprised at that)

only one character can attempt glorious intervention per turn but you can do the switch each turn

characters can do precision strikes and choose the model afflicted when they roll a 6 to hit. Independent characters get a 4+ lookout sir to take it on another model.

leman russ 3, ork battlewagon 4 hull points   sentinel gets 2








exploded vehicle same as 5th str 3 hit d6 from vehicle

suspect vector strikes will get cover save as it is counted as shooting a weapon

bikes don't get the 3+ cover save but other than that not much changed. Can move 2d6 in assault phase, still +1 toughness, also get hammer impact hits, cannot go to ground, cannot be pinned. I have a marine biker army so have looked at the bikes quite a bit.

Singing spear (as it is in book) 12" str X AP6 ass 1

No entry for boneswords or lashwhips and so I expect them to be hit with the AP3 nerfbat

primary objectives are controlled now. one unit can only control one objective (massive change) control is being within 3"

troops are scoring units. vehicles are not scoring and cannot contest (unless stated by the mission)

swarms cannot contest (now called denial)

objectives can be mysterious and you roll on a table.
1 sabotaged str4 hits to whole unit,
2 nothing,
3 skyfire nexus, unit gets skyfire rule,
4 targeting relay, reroll1s when shooting,
5 scatterfield +1 coversave,
6 grav wave generator unit charging will halve charge range

move within 3" and then roll for it or use your spangly GW dice.
one mission uses the objective dice to assign values to objecitves but you can create the markers yourself

No shining spear entry in book, laser lance is 6" range, st6ap6ass1

fast skimmer combat speed all weapons, cruising speed 2 weapon at full ballistic skill (yes, Venoms still great)
normal vehicle can move 12" in movment phase and 6" in shooting phase flat out
fast vehicles can move 12" in movement phase, and 12" in shooting phase flat out
fast skimmers can move 12" in movement phase and 18" in shooting phase flat out

No parry rule

squadrons must stay within 4"
individual models declare flat out moves
shots at squadrons are resolved to nearest model first, one at a time
when that model is destroyed move to the next nearest
if a model is immobilised the rest can abandon it. The immobilised vehicle is then an indiviidual model (cool)
if a model is stunned it can't be abandoned

A flyer that zooms has a combat speed of 18 and a crusing speed of 36. a zooming flyer can never voluntarily move less than 18

railgun is the same

you can roll a 6+ against a psychic attack on that unit to stop the attack
if you have a psyker in the unit who has equal or less mastery level it is 5+
if you have a psyker in the unit with higher mastery level it is 4+
if you have a guy with psychic hood within 6" of the unit you can roll as if he were in the unit
interestingly if the psyker is in a vehicle he can only help the vehicle  

Units don't get cover anymore. Individual models roll for their individual cover save

rend has no change, although it is clarified as a to wound roll of 6 is AP2 and add d3 to strength against vehicles

I think force weapons are the same allbeit the power part is AP3. Activate the weapon with ld test and it causes ID. You will see more GK's activating force weapons, and DTW (Deny the Witch) rolls cannot be taken against them

allied battle brothers cannot embark allied transports.

They are AP-, get armourbane +2d6 Armour Penetration and fleshbane wound on 2+

The focus fire thing allows you to choose which models to hit and that is judged by what individual cover save they get.

If you shoot normally you roll to hit and roll for wounds as normal. You then roll for armour saves and any failed ones represent unsaved wounds, and in multiple wound cases you kill one model and then move to the next model and so on. Your opponent gets to choose which AP wounds are allocated first. characters roll a look out sir of 4+ to pass it on to another model. It seems to me that you allocate wounds to the nearest model first, and as you come across a model which deserves a cover save, you then roll for it. If everyone has armour saves then you simply roll all the armour saves and start taking off models. If there is no armour save then you take off nearest models and roll cover saves for those in cover. Hope that make sense.

You disembark as long as the vehicle has moved less than 6", ie combat speed. You disembark in the movement phase and its 6" from exit points. You then get your shooting phase and the vehicle can then move flat out or shoot.

Page 79, "Disembarking restrictions: After disembarking, models can shoot, counting as having moved, or choose to Run in their subsequent shooting phase, but cannot declare a charge in their subsequent assault phase..

And then on page 33, "Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so, even on a turn that the vehicle was destroyed".

If your vehicle is open topped or an assault vehicle, you can charge.

No change to grenades, other than the ability to throw them. No mention of gk specifically.







73 Comments:

  1. I want to say you've done a fantastic job of compiling the best and most complete information on the upcoming 6th edition release of any site I've seen (and I've been looking at all of them). You've found a new follower. Thank you.

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    1. You should make an account then...

      So nifhtfighting can only activate turn 1 and 5? Good so my stormlord is still valid. 3 HP for raiders is nore than i expected tbh....hehe challemges for MC is gonna be funny....

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    2. The reddit q&a had said it continued each turn on a 4+

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    3. Does that mean I could make my Carnifex(Or hive tyrant) bellow a challenge to the space marine sergeant? That sounds pretty cool imagining him running at my carnifex, krak grenade in hand as the Carnifex barrels forward to devour him!

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    4. Maybe, but if you did, I know I would certainly accept, as all those challenge attacks only goto the members of the challenge. Id gladly sacrifice my sergeant to keep the fex from tearing up my squad, then start pounding on him with the squad.

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    5. It depends on whether your sarge has a fist or not. I would love you giving me a chance to smash your fist, and see all the rest of the marines attacks bounce off my caparace...

      The SM is always loosing with this proposition, because either you get the chance to smash the fist, or he can't bring his attacks to bear...

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  2. any info on exploding terrain and how many armour points things like the bastion and fortress of redemption have?

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  3. Not sure if this has been asked either but do flyers get HP?

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    1. Yes, 2 across the voard

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  4. "They are AP-, get armourbane +2d6 Armour Penetration and fleshbane wound on 2+"

    Who/what are "they"?

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  5. Can someone rechech if acute senses includes outflank like anonymous in Q&A said, whats the actuall wording?

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    1. Oh please, please let it include outflank. Outflanking Raveners would make my day but otherwise it's just an extra useless special rule on an already struggling unit

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    2. If Acute Senses do NOT include outflank but has the ability to reroll for outflank would be quite meh... as typically units that can outflank do not currently have Acute Senses and units with Acute Senses cannot outflank in 5th :)

      So if this is true, maybe there will be some change regarding who can outflank. It would make sense to the Swarmlord special ability to give Acute Senses to a unit. (But still no, you cannor give abilities to a unit that is not on the table. And if they are on the table, you do not need that reroll. So... I just can't get this one :) )

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  6. I've got the rulebook, had it since lunch, but haven't read it yet......

    Pictures are good though, and the quality is fantastic

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    1. what does it say about acute senses and outflanking? are units with acute senses also automatically outflanking?

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    2. This comment has been removed by a blog administrator.

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    3. Mathais, no. Acute senses allows a re-roll to table edge for units that also have the outflank USR. 1 model in unit with the rule is enough to invoke.

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    4. ooh i cant help but think if :P

      i mean why do so many units without outflank have acute senses? its rediculous

      "pics or it didnt happend"

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    5. YEEEEES!! SPACE WOLVES PREVAIL

      only one model is enough :P space wolves wolf lord, wolf priest and battle leader can buy outflank for 15 points :P

      but it will not be leagal to take jump pack nor bike nor terminator armour... thunderwolf seems leagal

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    6. Only one model needs to have acute senses for them to be able to reroll.

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    7. so acute senses on battlesuits is useless now. Can anyone else think of rules which are useless for tau now?

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    8. Specifies infantry model in saga of the hunter, so thunderwolf ain't legal.

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  7. Does anyone know if you are limited on the number of units you can put in reserve? I'm hearing that it's limited to 50%,....which stinks for null deployment Nids. Any info on that or other deployment requirements would be appreciated

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    1. You've seen it in the book or you've seen the rumor. Either way, thanks for replying.

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    2. correct, up to half is the exact wording

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    3. That just simply seems too bad... :S Null deployment was a really playable concept for Nidz, and full deep strike Duke lists were also great for DE... :S Not being able to use full reserve seems bad to me :(
      Turn 1 nightfigting can mitigate the risk of being shot from the board turn 1 but full reserve was a great strategic option to counter turn 1 long range alpha strike if going second... :S

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  8. Can IG give orders to space marines? cuz i was just looking at the codex it says friendly units...

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    1. I'm thinking "Bring it down" on Long Fangs, you?

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    2. The 5th ed FAQ excluded allies from orders so I think we can expect the 6th ed one to exclude them as well.

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    3. no it said friendly's and 5th didnt have allies -_- this is totally different they can even use an HQ's special abilities if they are Battle brothers witch IG and SM are

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    4. It says treated as friendly units with the exception of entering allied transports

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    5. 5th had allies for almost its entire duration. The final "allies" was removed in the fall of last year. But the imperial guard have been able to take allies in the form of grey knights and sisters of battle for most of the duration. It was specifically mentioned that guard orders don't work on allies in their FAQ. I see no reason why that would change now.

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  9. Can you please explain what exactly is the "skyhammer rule"?
    Cheers

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    1. It's the whole jump infantry/bike I10 attack in CC

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    2. Really, I thought it´s named "hamer of wrath"?

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    3. 1 automatic hit resolved at unmodified strength at I10. Does not grant an additional pile in.

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    4. Thanks, sounds great :)

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    5. Are there any restrictions on targets for the hammer of wrath? When attacking a vehicle is it added in any way to the smash attack? Do MC Hammer attacks still ignore armor?

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    6. MC Hammer. of Wrath. I'm going to be shouting Hammertime everytime I hit CC with a Trygon :D

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  10. I'd assume that stealth and skillful rider stack when in terrain. If a ruin that would be a 2+ cover save? Barron and company got a lot better!

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  11. no. Skillful rider means you automatically pass the dangerous terrain test, and get +1 to jink cover save. Stealth remains separate, but stacks with shrouded

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  12. Can troops still score from within a transport?

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    1. nope, one of the 4 exceptions, other being has swarm USR, never counts as scoring, or falling back

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  13. written by Adam Troke, Jeremy Vetock and Mat Ward......

    Contributions by everyone (except the cleaner)

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    1. Vetock is where we probably get our fantasy parallels....as if iirc he is mostly fantasy in the WD. No Phil Kelly but i assume he is working on our next big release.....

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    2. he's there under additional rules and playtesting, but in fairness that a biggish list.....
      The quality of the book is outstanding, but there's no fluff progressionat all that I've been able to find....

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    3. Yeah my wife might get hers tomorow so ill have to "borrow" it. So sm and tau are true? Also i cant believe the emporer is still their DIE!!!!!!!!!!

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    4. can't find that bit about SMs and Tau if it's in there, it's not a big piece.....

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    5. Hmmmmm im pretty sure i read it....but its hard to read ot in under a min :P.....

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    6. Not really....Its a massive book and my eyes were drawn to other things at the same time...curse me and my tendency to observe multiple aspects!

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    7. Try checking near the end of the fluff....

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    8. argh, can't find it at the moment, it's not in any of the sensible places, and all the pictures are so pretty....

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    9. I know! Its so hard to focuss. I need thay book again its my...

      Precioussssssssss!

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    10. Oh are there any Necron pics...because i onlu saw 2 :(

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    11. not many that I've seen, best ones are chaos (daemons probably, more that marines...)

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  14. What other unit types get the 'hammer impact hits' USR? MCs by any chance? That would make them awesome, with impact hits on the charge and stomps to anything in base, it would bring them in line with 8th Fantasy, and make a whole lot of sense to me. My Trygons are drooling for an answer...lol.

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  15. MCs do have it yes. And fear, move through cover, smash and relentless

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    1. Awesome! So does the impact hit have the MCs AP? How does it work? Just one hit, d6 hits? And how does the Stomp work? Sorry so many questions.

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  16. hmm, why are getting MCs so much abilities and stuff ?! They are pretty strong already. the nemesis knights are a real pain to me as an ork player. I wonder if they can fly to with their teleport module .. Oo

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    1. Well as an ork player you do not have the long ranged shooting that other armies have. For instance tyranids get shot down almost immediately against any army with long ranged firepower as do any dread knights or chaos daemons which admittedly do not have many players or MCs.

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  17. So Eldar's Singing Spear stays the same as out of their codex? Witch blades got nerfed on the armour penetration from auto strength 9 to their base str3 +2d6. This is compared to the original str9 +D6. You still ahve the same spread but a lower average hit. Kinda hurts Bike councils. I hope that the singing spear still has its str9 vs vehicles. Anyone know about that?

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    1. Not sure that deny's the strength 9. It may.. but not sure.

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    2. Well, until the errata will fix this, the spear stills follows the rules lined out in the codex.

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  18. Can anyone list what other units (aside from MCs) have fear?

    Please say flayed ones, because I refuse to believe GW would re release them in a more expensive model and nerf their rules do much that no one would buy them!

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    1. I assume the Codex FAQs will come at the weekend to clarify that. The rulebook doesn't have that.

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  19. What do you mean your flimsy paper airplane transport has an equally armoured hull as my mighty Leman Russ Battle Tank puny Dark Eldar!! Thats an outrage right there if its true.

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  20. gotta say, I'm a long time lurker on here, and this is easily the best site for all things 40k, thank you Natfka

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  21. With these kind of rules, it's no wonder the Eldar race is all but extinct ! :(

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  22. It is hard to find knowledgeable people on this topic, but you sound like you know what you’re talking about! 中古車査定

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