The 6th Edition information just comes too fast to get it all posted up. I am doing my best, and here is another large batch of information, which looks to be based off the White Dwarf. Stay tuned, there are a lot of posts lined up...


Aegis Defense lines are one of those pieces that are looking sweet. The rumors have them at 50pts, 4+ cover save, and a 2+ if you go to ground..... Can you say guardsmen with orders?

As far as allies go, whoot! It seems 1 HQ + 1 Troop opens up 1 from other slots. Very exciting things coming. I just love the pics above.


via paultwilson
Further reading says that they have expanded the FOC so I would guess they've added allies and fortifications to that as an extra bit.


More things though;


The highest LD HQ is the Warlord and gets to roll on a Warlord Trait table, before the game you roll on one of 3 tables - Command, Personal or Strategic Traits, 2 examples are Inspiring Presence; Units within 12" use the Warlords LD. Another is Immovable Object allowing the Warlord to capture objectives solo.


Flying Monstrous creatures can swoop 24" and perform a Vector Strike which is D3+1 hits at it's strength on a unit it flies over (in the example it says D3+2 I don't know if that's specific to Daemon princes as used in the boxed example or an error)


The Fortifications have special rules too, the Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.


Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength.


Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.


Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.


Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.


Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.


Ruins are difficult terrain and a 4+ cover save.


Wild undergrowth is a 5+ cover save and difficult terrain.


Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.


Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.


Impact craters are a 5+ cover save if the unit is within it's boundaries.


Psykers can mix and match the new Psychic Disciplines, using the ones in their codex or by using the ones in the new rulebook, the example given is if space marine army had 2 librarians one could take codex powers and the other could take rulebook powers.




Do have some more snippets from random boxes and stuff...
HQ's can challenge in single combat,


Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,


Rage is +2 attacks on the charge


Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,


Land Speeders get Jink for a +5 cover save or 4+ if flat out,


There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,


Snipers can select targets if they roll a 6 to hit,


Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),


Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)


Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.


Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.


Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta


Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.


Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit)


d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect.


3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect.


5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)





81 Comments:

  1. Pskers are looking so good right now!

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  2. *wohooo*
    The new Sniper Rule is Badass!! Also I wonder about that Mysterious forests ....

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    Replies
    1. Ratling sniper squads.....get in there!

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  3. and again... no love for Da Boyz

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    1. Well, we did just get Flyers and a bunch of Finecast stuff. We have our days in the sun. I can't wait to go through the rulebook...

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    2. Well at least the Orks can join the support group that the Tyranids and Sisters of Battle are currently attending to discuss how their parent company doesn't love them anymore. Bring lots of tissues. T_T

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    3. Is this group run by a Chaos Daemons player by any chance? At least the Orks have a lot of plastic models...

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    4. Orks are also the only army that in a 2000pt list, can field 40 troops that can pop AV12 and wound marines on a 2+. They also got the best flyer model as stated above, and they have the only titan class unit availble at close to $100. I love orks, my wife and I both play them, her exclusively. They are far down on the list of needing love.

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    5. Oh, and the above statement was JUST close compbat. I didnt even add in lootas, or tank bustas.

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    6. You know they can get five Stompas for the price of a single Warhound Titan? They're more powerful as well! But the worst thing of all? They're multi-part plastic kits...

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    7. LOL! I assume the multipart plastic kit comment was sarcasm?

      And yes I do know, Wife is running a Stompa Mob with 4 of them in an apoc game weekend after next.

      Shes a bitch...and I love her for it!

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    8. I just hope she never sees that comment! :D
      Yes, definitely sarcasm. One of them is straightforward and easy to put together, the other is harder to work with, weighs more, and because of that needs to be pinned at all of those joints, of which there are a lot.
      The only slight advantage is that you get respect for putting a FW Warhound on the table, whereas people just look at the Stompa as if to say "Oh, another one of those."
      4 Stompas? IIRC, that's the price of a single Mars Pattern Warhound Titan, without the arms!
      Yep, I think Orks should be quite far down on the list of updates, along with Space Marines and most 5th ed. codices.

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    9. Well I never said it's all bad. I was just hoping that with the new rules we will kick marines in their shiny #$%^$#

      Dakka Jet is awesome (just got one). We'll see if assault armies will be good in 6th ed.
      Fortunately Orks are in much better situation than Sisters of Battle or tyranids or Tau.
      I just had the feeling that most of the changes made shooting better and Marines better.

      Anyway.. we come in huge numbers and hit hard.

      All you Marinz fear the green tide! hehe

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    10. HERESY! Nothing can kick a marine up his pseudo-sacred a***! Not even the remains of the C'tan, or the combined might of the four daemon lords of Chaos!

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    11. Dez, how are finecast models of older (and cheaper) metal Ork minis considered 'love'?

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    13. I know Shrike, I meant bitch in the most loving and proud husband kind of way. Its her first apoc game ever and she went and found just the formation to give the other player a big FU!
      I think assault armies will still be fine. Everyone is up in arms about the overwatch thing. Ok, grab 10 dice and roll em and see how many 6's you get. Then roll em again and see how many 4's you get. Then take those, and roll your 5+ armor and your (new) 5+ FNP. You really didnt kill many did you? Yes flamers will suck..BUT..in order to be effective that flamer has to be in front...and how does wound allocation work now? OOOOHHHHH Yeah...When you shoot into that unit prior to assaulting, casualties are taken from he front now. See how the one rule balances out the other? I think the games are gonna be a lot more fun now boys and girls...

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    14. If I remember correctly... templates and blasts are precluded from snapfire/overwatch/reactionary fire/whatever it's called.

      I really hope not, but then again, it's probably because I play Salamanders. :D

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    15. Hahahaha, yeah that woulda been devastating. Assault armies woulda fallen apart like wet napkins. Sternguard with 2 hvy flamers woulda crushed most infantry units in the game before they got a scratch on 'em.

      Definitely woulda been OP.

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    16. Vulkan-ized Burnguard are already nasty, being able to snapfire would make them just... wrong.

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  4. BA Libby dread with a droppod and Vortex of Doom. Makes me feel all evil inside!

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  5. god, I hope zoanthropes get to use the tyranid disciplines!

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  6. Those psy powers are crazy cheesy

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  7. Unless I've missed it, this doesn't help to clarify what hull points do. Remember that there are conflicting rumours.

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    Replies
    1. No one seems to care about what they do anymore, just that they're in! :)

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  8. Noticed that FNP has indeed gone to a 5+ but looks like maybe only instant death negates it and not the AP 1&2. Very interesting changes so far.

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    Replies
    1. This is what I'm hoping for. Otherwise, Dark Eldar just got a huge nerf.

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  9. Here's hoping Psychic powers are as deadly to thier users as they are to the enemy fantasy style. This is the only worry I have re the rumours coming out for 6th, the potential bias over armies with access to these new destructive powers over those without even any defence to speak of, let alone access to the powers!

    I hope it's made more difficult than just a Ld test too. Go on GW, make it a 5+ standard like you did to the Sisters Acts of Faith! I double dare you!

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    Replies
    1. It runs the risk of 2nd ed where psychic powers were so powerful, that a lot of else was on the table didn't matter much.

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    2. I love my Skaven Army. There's so many cheap wizards and war machines, that having (pretty much) a 50% chance of it all going tango uniform makes for entertaining games.

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    3. well, it's not like they get both. Psykers are just as deadly as they were before. No real change, IMO. Psychic powers and defense is just as important.

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  10. does the whining ever stop? its worse than a new born baby crying all night long!

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    Replies
    1. Only here you don't have to read it, or hear it. If you really are suffering in the same way as a person listening to a whining baby, the Internet is not for you.

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  11. Personally everything else sounds ok even interesting but good grief- the random charge distance is just stupid. I hate the randomization of everything. Part of that is the randomness of war- there is a chance, though crazy slim, that a grot will shoot a space marine in the face and kill him. I'm cool with that but randomness in almost everything.... Like how far your men would move?? Come on. Dumb I say but I stick with it. You will agree when an entire game is blown not because your tactics were unsound but that you rolled double ones for a charge distance. I know I'm being negative but it really bugs me-why I stopped playing fantasy is random charge and random magic wins instead of good tactics

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    Replies
    1. Agreed. I think the random charged distance is likely to get house ruled a lot. I certainly don't plan to play with it, I'm also not keen on the random warlord charts. Still maybe it will open up design space by allowing new movement abilities to help with charge distances which could be a good thing.

      -A different anonymous commenter

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    2. Its random charge because would you eagerly want to charge a hive tyrant or an ork grot? Besides stuff is exploding all around you so i deffinateky see this. And why are complaining? The average roll on 2d6 is more than 6 i think sooooi just wait.

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    3. It is about tactics vs random not how far one can moves.

      Assaults like this can really make or break a game.

      In the old rules if I failed to assault on a turn it was due to my poor planning. Now I could have perfectly positioned my forces an fail just because of a dice roll changing the whole game on a single roll. There is a huge difference between an average of rolls when attacking, in which one must get lucky on many dice rolls vs everything coming down a single roll.

      Yes it will be dramatic when someone attempts a desperate 11 inch assault and makes it, but people are not going to be able to rely on that so more often then not the impact of this rule will likely be someone sets up for an easy 6 inch run and comes up short resulting in frustration.

      The reason I'm not more upset though is that this rule does have some potential. If they take good advantage of design space and give melee armies like the Orcs and Tyranids some abilities to make assaulting more reliable like the 3d6 jump troop rule giving an advantage in assaulting to melee oriented armies over midrange and shooty armies this could actually be a good thing. It could be a great tool to balance out the armies if Nids could reliably assault from 10-12" somehow while space marines averaged only 6-7". I'm encouraged by the leaked flier rules enough to hope this is the direction they'll start to go as the new codexes come out but we'll just have to see.

      -The different anonymous commenter

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    4. think about it even space marines charging a cross i war torn battle field there be reckage boobytraps and all sorts of nastiness not includeing what jaydee said. so a charge would not all ways be consisdent. you have to remember the rules are surpose to repersent real condisions so the randomness is one of the best ways to get this across at lest with charging.

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    5. IT'S 2D6" CHARGE DISTANCE.

      Compared to the old, flat 6" assault move.

      The average roll is going to net you a 7" move and even if you roll subpar still probably at least 6".

      So a good majority of the time you'll be assaulting 6" or more. Even more likely with Jump Troops (making Assault Marines worth fielding now).

      Why the heck would you complain about that?!

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    6. I read it was all assault phase movement on another blog. If that is false and it is just charge distances well then, that is a horse of a different color as they say.

      -The different anonymous commenter

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    7. Average assault range of 10.5 it's pretty good.

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    8. Yeah, plus in 5th Edition how many times did you charge enemy in the open? Virtually never!

      With the preponderance of terrain and vehicle craters the enemy infantry was practically always in cover, thus...

      RANDOM ASSAULT DISTANCE!

      What's the difference?

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  12. Correction- everything else sounds awesome! :)

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  13. Hmm, i love fielding bjorn, shure hopes he gets 4 hull points at hos cost

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  14. Haven't been too impressed with any of the rumors thus far aside from allies. I liked running my little 150ish point inquisitorial circus sideshows with my marines & IG.

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  15. Regarding the Mysterious Forest and the like. Anyone who has WHFB will know what to expect. For those who don't, a lot of terrain features work in a similar way to the 'Death World' stuff in recent WD's.

    In fantasty, those terrain pieces were supposed to inject some flavour into a magical world. In 40K, I'm guessing that they will help flesh out alien worlds and the like.

    I kinda like it. Reminds me of all the GM stuff that was in Rogue Trader.

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  16. Wow, an eldar hq with divination ( I belive it was shown they get that on the table) could make ally dark eldar wwp lists nasty :) time to dust off my pointy heads...

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  17. also LOL, space wolves ordinary magic spells is so owning these :P dont think i will use any of that or buy the cards, though i will pack psykers to negate others on that sweet 4+ negate :P

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  18. Neat....necrons arw gonna be sooooo good this edition!

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  19. *Facepalm* of course psykers can mix and match powers, look at what the daemon prince in that WD pic has! But surely if psychic powers are becoming more powerful, this will leave codex powers in the dust? Apart from one or two ridiculously powerful ones...

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  20. gw has the third teaser up on their site... hope there are a few more to come still

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    Replies
    1. Hahahahaha i loved the part where it said

      " in the grim darkness blah there is only..."

      Them it showed a pic of sm...

      :P

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    2. This comment has been removed by the author.

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  21. Creed's Command

    HQ
    Cadian Alpha Command
    Company Command Squad with Lord Castellan Creed, Colour Sergeant Kell, Veteran with medi-pack, Veteran Weapons Team with lascannon, Master of Ordance and Astropath.
    333 points

    Korvus Ventilles
    Primaris Psyker with Terrify and Puppet Master (Telepathy)
    70 points

    ELITES
    Creed's Chosen Men
    5 Ratlings
    50 points

    Storm Trooper Squad Codename: Sigma-4
    8 Storm Troopers with gernade launcher and Sergeant with power sword.
    148 points

    TROOPS
    Cadian 1st Infantry Platoon: 'Creed's Own'
    Platoon Command Squad with vox-caster.
    5 Infantry Squads with vox casters, 3 gernade launchers, flamer and meltagun.
    340 points

    Cadian 113th Armoured Fist: 'The Daredevils'
    Veteran Squad with meltagun mounted in Chimera Amoured Transport
    135 points

    FAST ATTACK
    Cadia's Grace
    Valkyrie with lascannon
    115 points

    HEAVY SUPPORT
    Cadian 72nd Leman Russ Squadron, 'The Siege Breakers'
    3 Leman Russ Battle Tanks with lascannons and heavy bolter sponsons
    555 points


    GREY KNIGHTS ALLIES
    HQ
    Brother Librarian Aldred
    Grey Knights Librarian with Mastery Level 3, Nemesis warding stave, Hammerhand and Crush and Telekine Dome (Telekinesis)

    TROOPS
    Grey Knight Terminator Squad Cadman
    5 Grey Knight Terminators with 4 Nemesis Force Halbreds, Nemesis Daemon Hammer and psycannon
    238 points

    FAST ATTACK
    Titan's Vengeance
    Stormraven Gunshipwith twin-linked multi-melta
    205 points

    FORTIFICATION
    Redoubt Position c-134a
    Aegis defence line with Icarus lascannon
    85 points

    Total Points 2498

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    Replies
    1. Andrew: I packed in as many Guardsmen as I could to man my Aegis defence line and guard any objectives with deadly bursts of Overwatch; or to advance , rapid firing as they do so.

      I rolled Inspiring Presence, which means units within 12" (of Creed) can use Creed's Leadership of 10- stand firm men!

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    2. Scourge of Cadia

      HQ
      Skyrak Slaughterborn, Chosen of Abaddon
      Chaos Lord with Terminator armour, twin-linked bolter, power axe and personal icon
      125 points

      Vileheart Soulpyre
      Daemon Prince with wings, Mark of Tzeentch, Bolt of Change and Molten Beam (Pyromancy)
      165 points

      TROOPS
      Skyrak's Slauughterkin
      8 Chaos Space Marines with plasma gun and Aspiring Champion with plasma pistol and power fist.
      190 points

      The Sunderers
      10 Chaos Space Marines with plasma gun, lascannon and Aspiring Champion with plasma pistol and power sword, mounted in a Chaos Rhino with havoc launcher.
      280 points

      The Blighted Brotherhood
      7 Plague Marines with plasma gun and Plague Champion with power weapon and plasma pistol.
      206 points

      The Patrons of Pestilence
      7 Plague Marines with Plague champion with power weapon and plasma pistol.
      206 points

      HEAVY SUPPORT
      Abyssal Hate
      Chaos Predator with twin-linked lascannon and lascannon side sponsons.
      165 points

      Killfrenzy
      Chaos Defiler with havoc launcher.
      155 points

      CHAOS DAEMONS ALLIES
      HQ
      Bilebelly, the Architect of Atrophy
      Great Unclean One with Cloud of Flies
      165 points

      ELITES
      The Crimson Slaughterkin
      3 Bloodcrushers of Khrone with Fury of Khrone
      130 points

      TROOPS
      The Sisters of Sin
      12 Daemonettes of Slannsh
      168 points

      HEAVY SUPPORT
      Hellvoid
      Soulgrinder with phle
      16? points

      FORTIFICATIONS
      Outpost D-13
      Imperial Bastion with | quadgun.
      ??? points

      total points ????

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    3. With toughness of 5 and FnP special rule (enabling them to ignore any wounds on a 5+ that don't inflict Instant Death), Plague Marines are amongst the best squads in the game for capturing objectives, so I included two units. My final choice for the Primary Detachment was a winged Daemon Prince of tzenntch. As a Monstrous Creature, he can swoop 24", inflicting a Vector Strike (d3+1 hits at the model's Strength) on a unit he has moved over.

      As well as a selectio of daemonic gribbles as allies to Deep Strike into Andre's deployment zone, I chose a Bastion with a quad-gun. Not only would this allow me to shoot down Andrew's Flyers as they arrived - it has both the Interceptor rule (allowing it to shoot at a unit as it arrives from reserves) and the Skyfire rule (which lets it shoot at Flyers at its normal BS, rather than BS1) - but it would provide a sturdy fortification for one of my Chaos Space Marine squads to defend my objectives from.

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    4. Sky fire means BS# vs BS1 for all others, night/doom scythes just became that little it more survivable haha

      Necrons stopping hull points on ToHit rolls of 6 and glance on 6's(unless better anyway)... Relentless(potentially) giving an extra shot at max&rapid range = No more worries about lack of AT weapons

      Tesla snap fire =lols

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    5. Necrons are looking OP....


      And suddenly paying 175 points for a doomscythe doesnt seem as bad anymore...

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    6. @Jaydee - Necron Scythes don't look so bad...

      until a squad of Lootas blows dem out of da sky! Hurr hurr hurr!

      When Orks almost need 6's to hit normally anyway it's not too big of a penalty.

      Better living through higher volume of firepower.

      In Apocalypse games with flyers I routinely watch Orks without AA fire blow flyers out of the sky using Lootas, Biker's Dakka Guns, heck even Shootas.

      Better bring that Night Fight pulse fingie!

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    7. Your primitive attempts to discourage me are weak,ork.

      Delete
  22. If there's loads of posts, get posting then Natfka :)

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  23. Hmmm. A lot of these changes seem cool, but likely to REALLY bog down a tourney sized game. Especially over 2000 points. Exploding barrels is a neat rule, that would be fun in like space hulk or Necromunda, but how long do we expect a game to last when they're ~100 models per side?

    6E looks like it would add an hour to a 2K game. Anyone else thing some tournies will give serious consideration to a 1500 point tourney?

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    Replies
    1. Contrarily, I think it'd make the game much faster. assaults will (on average) be met 1 inch earlier. vehicles will go down faster (4 hits guaranteed dead LR) and the chance to pop a few with overwatch before they meet you in assault will thin out ranks faster than usual.

      What do you think would make it slower, out of interest?

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    2. All the extra rules, because there's not much chance of killing anything with overwatch or snap fire, and cinematic gameplay will certainly add some time while all the models are treated as individuals. No more "I've got to make 12 saves on this unit in combat, three are dead, kill those". Now you have to tell your opponent which saves are for which models, and roll for them all like that. Painful, considering I've seen assaults with 50+ attacks per side.

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  24. I foresee Inquisitor Torquemada Coteaz pulling a ton of overtime being Allied with other Imperial Armies!

    Well, he or a Grey Knight Librarian.

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    Replies
    1. Or a Njall Stormcaller.

      Negating psychic powers is going to be a must!

      "Strewth! Why doth the Necron whisk me across the aether to aid them in another fray?"

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  25. Please let me play Blood Angels with my Necrons!

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    Replies
    1. Yeah. The units id take for BA would be Librarian as HQ and Death co. For troops.

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    2. Oo oo and if u take death company u can take a dread with blood talons!

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  26. That last psycic power scares the shit out of me. It can one shot the swarm lord. LC termies will be all but useless vs it, no matter what the role is. 1-2 they are pinned, 2-3 they cant even do anything, and 5-6 they will murder themselves. auto hit? Rerole the wound? Only invon of 5? bye bye.

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