On Faeit 212 we had an all night QnA session with the new 6th edition rulebook, and it went off very well. It got a little cumbersome to read through as we went through well over 250 questions and answers, so I figured it was time to do a summary of what was gleaned through it.

I want to give a huge thanks, to anyone with the book that chimed in, and also to our "will remain anonymous" source who gave up a lot of time and effort to help us discover what is in the book. I know how hard that was, and I am sure his head was swimming after only a few short hours, and he went much longer than that. Great Stamina!

Please do not ask more questions here, this is for comments on what we learned already. If our source wants to do another QnA session, I will make one available for him. (same for other people with the book)

Here is the start of it.........

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

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 :(

Template, vlast and large blast weapons cannot hit flyers in zoom mode"
- I guess that solves that problem

the stormraven gunship is listed as a spacemarine vehicle in the appendix
it is also listed as BS4 AV12 all round HP 3, flyer, hover, transport

"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)

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

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.

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

Monstrous Creatures
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

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

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

winged MCs are not flyers, they are "flying MCs" which have their own rules

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)

- 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

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

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
Master crafted, reeroll one failed roll to hit per turn

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.

1. How are blast weapons fired. exactly as before

2. for flyers:any model within suffers a S10 hit with no armour saves allowed
"any models within suffer 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

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

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

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

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

Lightning Claws
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

Relic Blades
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)

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
power klaw and power fist are identical despite different entries

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...)

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)

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)

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

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)

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

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

Bikes/Jump Infantry
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

Bikes are still relentless and +1Toughness

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

"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.

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

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

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
Deepstrike mishaps are now 1: Destroyed, 2-3: misplaced, 4-6: delayed

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

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

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)

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)

If special characters can be used as allies? can you benefit from there special rules such as fateweaver letting you re-roll saves?
1) yes
2)if you are battle brothers yes, any other type of ally - no

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

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

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...


  1. Hopefully those xenos fortifications come soon! Interesting on the solit assault phase. So now is the game have 4 phases or am i just misinterpreting it. Flyers are gonna be sweet!

    1. I shoulda included this but for about 40 points i can put in a necron lord with 2+ save ro absorb wounds? Hmmmm maybe ill put two...


    2. I think the "Look out sir" rule means your lower save grunts will throw themselves in front of your lord.

  2. Hammer of Wrath:

    Do you get to use any special weapons while attacking at I10? Is it all attacks, or just an additional attack? Do you still get a charge bonus?


    How does it work? Damage allocation, shooting, movement, assaults, etc.


    Are there any negatives to being fearless?

    Independent Characters

    What are the rules for them leaving and joining units?

    Model and base size

    Are there any rules regarding how models should be based? ie. larger or smaller bases being used.

  3. "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..."

    So if I had an +2 saving IC in front my squad of +6 save guys I'd roll +2 saves for all wounds on the squad provided the IC was out in front relative to the shooters?

    1. You would roll each save, one at a time, until the front model failed. Then you go to the next. Each model saves on its armor value. So you would be making 2+ saves until your IC dies, then 6+ for each of the others after him.

    2. Sounds like the perfect weapon for a las-cannon. Do you guys still use those? They used to be my favorite.
      One shot taking out your big guy? Doesn't sound good.

    3. Can you imagine a squad of devilgaunts firing with each shot going one at a time? That is going to make games really, really long with all the units that can make rerolls or spam massive numbers of attacks.

    4. 'cept independent characters pass wounds on to their squad.... So no invulnerable units sitting behind a 3 wound 2+ 3++

    5. Yeah, it is seeming like some of these games are going to take awhile. A long while indeed if one person is playing a list that relies on overwhelming amounts of junk AP weapons.

  4. So wait, armor saves are now done one at a time against shooting and shooting-like wounds (i.e., vehicles exploding)? Whoa boy.

    1. Yeah that's going to be slow rolling 20 armor saves 1 at a time till that model fails, then repeat.

    2. They need dice with 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 written on each side to indicate the order to use the dice rolled to speed this up a ton. Maybe I'll do this to my dice.

      So the question is: Do you roll for wounds all at the same time still with majority toughness of the unit? Then you just roll the armor saves separetely?

    3. OMG. You're right. It will take forever.
      I really, really hope it won't work like that (even if that would make my Necron warriors substantially unkillable by firearms)

    4. as long as the unit has the same armor save then it doesn't matter, roll saves remove models.
      If the models have different armor saves then yhea, one model will be a speed bump.

    5. If everyone in the unit has the same save, there is no reason to roll one at a time. Even with mixed units, you will be doing one at a time until the remaing models all have the same save.

    6. really complaining about how to roll dice?

      1: do what Suijin said and number your dice yourself
      2: use multiple dice colors in groups of 2 - 5
      white is 1st, blue 2nd, red 3rd, black 4th and yellow 5th and repeat with the remainder
      3: make a rolling board with numbered areas and drop each die in that area one after the other
      4: just drop them one after another no where near the other in a line and just go through one by one.

      if someone is going to stall the game over rolling dice your looking at a cheater I'd say

  5. I was so relieved to see that each Initiative phase is resolved separately with the Pile In move as well no more having to take saves for Fearless Units. This made Da Boyz better! It also helped out MANZ a bunch too with the Power Weapons being AP3.

    1. I think Slugga Boyz just became obsolete though since pistols don't give a bonus attack anymore. Unless Sluggas don't count as pistols.

    2. *********************
      pistols still give +1 attack, but you do not use the pistol's S and AP to resolve the attack, you use the CC weapon S and AP

  6. The wound allocation thing is confusing as te further comments inferred that the same model takes wounds until it dies; ie a squad of 3 spyders shot 4 wounds, one would die the 1 would take a wound. However that above says "rinse repeat til he failed, his wounds are reduced by 1, IF this would reduce his wounds to 0, remove as casualty" to me, that reads that in multi-wound squads, in the same example, all three would take a wound then the closest takes a second (4wounds to allocate)


    1. only the closest model takes the wounds until it dies, then you move on to the next for the remaining wounds what's so difficult about that ?
      e.g. space wolf squad with termi seargent and 9 servo marines. Termi is the closest units you shoot. Let's say you score 10 wounds with bolters. roll each wound at 2+ armor until the termi fails and move on to the next model

    2. the way I get it, the dude in the front keeps making the saves until he fails and dies.

      So Unit A shoots TDK unit where Tom is the first model and closest to the shooting unit, he would make the saves till he is dead then on to the next model, Dick, who would make the saves till he is dead then it's Harry's turn.

    3. This does seem to mean you are going to have to roll for hits one by one on the nearest model...this is going to slow things down quite a bit.

      I suppose if four identical models were reasonably close you could then roll four dice at a time but still...this may slow things down

  7. I want to know if after rolling your charge range you have to actually move the models or not... With the huge move to cinematics and pre-measuring, I feel you should have to move them, but I am also aware people may not like having to do that.

    1. I don't think it would make sense to move your models on a failed assault. It would be bad enough that you didn't make the assault. No reason to get shredded by flamers and granades right?
      I can also see why some people would prefer to move: Getting into Cover, chasing someone who keeps running away...

      I'd vote for no move.

    2. You pre-measured, you are within Striking distance!

      I declare I will charge your unit, roll the dice, and I am short... OH NO, I change my mind umm...

      You declared, you failed, MOVE THEM.

    3. I would think that you dont get to move them but that the opponent still get to shoot at BS1

      seems like a fair price of faliure

    4. This is exactly how I feel. Assaults are a gamble. You can premeasure and make an educated guess as to the outcome, but there is a chance you are caught with your pants down. If my opponent is about to slam into my tac squad with a TH/SS squad, and rolls short, why should he also get the benefit of staying where he was while I have to look forward to him closing on the next turn?

    5. BS 1 is a fair price for failure? Wow, yeah, your unit was 8 inches away, has the capability of to wipe my unit out when it does reach me, and happens to be behind enough cover to prevent me from doing anything to stop it. BUT since it rolled crap for its assault, I can fire 10 shots, scoring 1.6 hits and no wounds because it didn't move, but will next turn... Yeah, thats fair trade.

    6. Yes im only 3 inches away! *rolls double 1's* NOOOOOOOOOOO!

    7. Stop complaining that they can assault next turn, you'll be able to shoot at full BS before then, its no worse than if they didn't even try to assault for some reason.

    8. I am not caring about next round. We just need to wait to see what the book says.

      However will you be one to complain if the books says, 'If you declare an assault, but the dice bring you short, you will still need to follow through and move your unit forward the amount rolled.'

      It was a a questioned asked, and if you declare an action, but the dice gods for whatever reason shunned you, should you not still honour your action?

    9. Thats the point of my question. We had to do it that way back in 2nd, and since this edition is being touted as a hybrid between 2nd 40k and 8th fantasy, I think its a valid one.

    10. **************************
      "If the initial charger is found to be further than it's charge range from the enemy, the charge fails and no models are moved"

      sorry guys

  8. Expect to see 1-2 storm shields leading every filthy marine unit for the next 10 years!

    1. Except that very few marine units can have 1-2 storm shields only in them

    2. Expect my units to come from behind and cut them down regardless

    3. Seems like flanking will be a viable strategy. Going with one unit up front, to "tarpit" the front guy with 2+/3+ invu, then shoot and / or assault the crap out of the rear guys from the flank. Seems too good to actually work on the tabletop, but we shall see.

  9. I'll check! Just got mine!!! Normally post with my actual name, but remaining anon for this.......

  10. I just want to know the new psychic powers. Man I can't wait for that.

  11. I'm really liking fateweaver with tzeentch terminators right now.

  12. This comment has been removed by the author.

  13. Did storm shields change?

  14. questiona bout overwatch, so the guardsmen can rapid fire 2 shots at 6 per guardsman with a las, right ?

    hmm, those changes to infiltration and furious charge really nerf my ork kommandos ?! wtf, I can't attack and just sit there and "fire" a few shots, then when it gets to combat even guardsmen hit before me :(

    1. Overwatch is only 1 shot at BS 1 per model.

    2. Wait so evem if i have an assault 8 gun....i only make i shot?

    3. I don't have the book to confirm, but as far as I can tell, it is specifically one (BS 1, so little hit chance). Take into account that it is a pure bonus shot in your opponents turn!
      This is where cheap short range pistols would be just as good.

    4. I'm not buying the one shot thing. That would make a lascannon better at stopping oncoming assaulting infantry than an assault cannon or heavy bolter. I think it will be as weapon, but maybe Rapid Fire only gets one shot regardless of range. Can we get a confirmation?

  15. A lot of these changes sound promising. I really think its giving a shot in the arm for all the older codices. Tau can have their drones out front taking the wounds before real warriors get hit, defcoptas get 5+ invuln, plague marines just need to watch for force weapons and S8+ weapons to ignore FNP. GK force weapons nerfed (ap3). Vehicles buffed which helps overpriced Tau and Eldar more than Marines.

    It's a good time to be playing 40k :)

    1. Except if you're nids, of course. But we've all heard that plenty :)

    2. Nids have:

      - flying monsters which are buffed like hell
      - Monsters which remains AP2 which is like a buff in comparison
      - Rending remains AP2 for all those weapons nids have
      - 50% of starting in nightfight with 50% chance of remaining night every turn to make nids advance in full force without being blasted to pieces
      - you cant kill more units than are in line of sight nor reach, so no more killing a full squad just because the right toe of the front nid was showing at 35,5" away :P
      - charge is longer so now to make nids reach in to CC
      - Rage has no drawback

      what nids have problems with are saves and particularly to save their biggest monsters from force weaponry, but with all these other news in the game you will be able to decrease that threat with all the trooper-units and such, once the enemy is weakened from fighting so much nids in CC, the MCs will sweep up the rest

    3. "you cant kill more modells within a unit..."

      of course :P, we are not talking about killing of 1,2,5 nid-units in a round of shooting, thank god!

    4. Nids seem to be pretty well buffed, especially with the rules for rage - until they fix that in the faq/errata. The downside is fleet, and the charge distance has a good chance of being shorter

  16. Wound Allocation seems iffy. They need something in there about "majority armor" to keep it from being abused. Can you imagine a Shadowfield Archon with a Farseer letting him re-roll SF saves taking all the hits for a unit? Yeah, need to avoid that from happening...

    1. 3 punisher gatling guns! 60shots later and you WILL die! Or just use a weapon thay ignores invuneranle saves....

    2. I agree that is a big change, but I also think it allows for better gameplay and more realistic combat.

      Personally I'm convinced it is a huge boost to shooting armies because you know before you shoot how the wounds will be allocated. Therefore, you can choose to fire your heavy weapons first or your assault weapons...
      Previously, the opponent could choose to allocate all AP 3 on the terminator armor and the rest on the cheap grunts while keeping the expensive equipment alive. Now, you get to make that choice!

    3. Shoot that unit from the flank with another unit. So the Archon will not be the closest model to the firer :)

  17. I'm going to go out on a limb here and question the "shots at skimmers must be fired using snap shot rules" because if that's true, then the wording for snap shots at a zooming flyer becomes redundant. When they hover they're skimmers, so if the above is true, then it's essentially snap fire all the time. Someone with the rulebook please confirm and clarify. Is it skimmers moving flat out?

  18. Would someone PLEASE post something about the new fluff? I cannot believe we are only curious about the rules! What's the new status quo in the grim dark future?

    1. the fluff.... its.... FLUFFY! lol

      we been asking about it, granted the guy who did the Q&A stated he was not much into the fluff and if was able would do some later on.

      Don't worry little brother, there is more!

  19. What more do you need? The emperor is almost gone, the chapters are carving up the imperium, and chaos is taking advantage of it. All of this has been discussed previously. Besides, half the book would be dedicated to fluff... How fast can you read 200 pages in half a day?

    On a side rule note... I see that pistols grant no additional bonus in CC.. Does that mean you no longer gain +1 Attack in CC if you have a pistol and CCW?

    1. I cannot confirm but i have also heard that from two different sources so i expect its true, some nerf must go to grey hunters aswell you know

    2. O.o Wow. No extra attack from pistol/ccw? Such a subtle change for a massive, massive impact to the way some units work. How many units would this affect in addition to the power weapon nerf?

    3. If that's true, do you think there is ANY reason to take Ork Boyz with sluggas and choppas? lol

    4. I never felt sluggas and choppas was better than shootas anyway. Shootas grant 2 shots and the orcs have a base 2 attacks anyway, sluggas have one shot, 6 inch shorter range, and only get the plus one Attack. Id rather have the shots at 18.

    5. But your shooting attacks hit on 5+ and your combat attacks at worst hit on 4+. Additionally, you can make your additional combat attack in the enemy turn. Therefore, an Ork with a shooter assualting gets 2 5+ and 3 4+ attacks followed by 2 4+ attacks in enemy turn, while the slugga boy gets 1 5+ and 4 4+, plus 3+ in enemy turn.

      The difference in hitting with combat attacks vs shooting is the bigest factor though. The additional range in irrelivant as your truck/wagon boys should be only disembarking in combat range and footboys should be running if not in range! :) Shoota boys only really have a place in a shooty wagon in my eyes, with Rokkits blasting transports and shootas ripping up the contents!

  20. Muahhahhaaaa!

    FNP is ignored by ID weapons. Leman Russ battle tanks will be all the rage vs blood angels... XD

  21. Anything on assaulting out of open-topped vehicles?

  22. The new status quo will be available for all in less than 3 days....is it really that big a deal? They say paitience is a virtue..

    1. yea, but that's a lie =)

    2. Alright then. Guess you should just wait for the new rules then too.It will be available in less than three days... is it really that big a deal?

    3. I am waiting I have tons of questions on things I have yet to see asked or anything and I hate waiting but suspense and mystery will make it worth the wait so I will not beg and ask any questions just cause thats me.

  23. er, as quickly as everyone expects the rules to be read.

    Had a quick look through, and the timeline ends at 995999 M41, Abbadon launches his black crusade.
    It seems like it might have advanced 5mins or so.

    Disappointing really............

    1. Quick did he get his arms back?! Thaya why he cant do anything!

      Maybe 14 is his lucky number?

    2. no still lost his arms dude.........

      And it firmly is Chaos Space Marines, Daemons as allies

  24. I think it means that you can't shoot a pistol in CC like Pancake Edition

  25. This comment has been removed by the author.

  26. How far can you move during a 'zoom'? Will we see the bomber variants become more useful?

    1. up to 36" and a minimum of 18"

  27. Does Acute Senses grant outflank w/ a reroll? It says, outflank included.

    It'll let me have some shenanigans with my Crisis Suits until the 6th Edition dex drops.

    1. yeah whats the deal with acute senses? are all units with acute senses outflank?

      pls respond quick someone relyable

    2. I think he means that you can re-roll even with outflank, not that outflank is included if you have acute senses.

    3. Reroll what though? Unless the game changed so that everyone arriving from reserve arrives on a random board edge, Acute Senses only affects units that have outflank/infiltrate/scout AND acute senses. Who has access to that combination?

      Wolves w/ Creed?
      Stealth Suits?
      There are probably others, but how many others?

    4. second oppinion pls

      it do say (outflank inkluded) from the guy actually holding rulebook

      verification pls

    5. *******************
      acute senses says that: if you arrive on random board edge you may reroll the die to determine which board edge you arrive on. this includes if you arrive by outflank

      No, acute senses does not grant outflank

    6. Then what the heck is it good for? Very few units have the ability to outflank AND acure Senses. Some only have Acute Senses... what's the point?

  28. I don't quite understand how everyone believes that FNP does not work for force weapons. A force weapon inflicts instant death only if a model suffers an unsaved wound from the weapon first. So in the order of actions you would need to hit->wound->fail invulnerable save->fail FNP->pass psychic test->then die. Force weapons only are able to cause instant death IF the model takes an unsaved wound and since the psychic check is AFTER you roll your saves I don't see why you wouldn't get FNP from them like all other power weapons.

    1. there is something in what you are saying, but maybe wordings in rulebook say specifically that force weapons dont give access to FNP, i dont know

      if it isnt explicitly told, i would argue like you, good catch there!

    2. Perhaps the order is different? Maybe after causing the wound, but before the saves, the psyker rolls for instant death, in which case FNP would be negated if the psyker passed his psychic test of course.

    3. I have always played the same way as rfd. A Force Weapon allows the pskyer who has wounded a model to pass a psychic test to instantly kill the wounded model. Therefore, the wound must be inflicted first. Ulitmately, its the power, not the weapon, which inflicts instant death. If people want to be one-shoting MC's without allowing them there FNP saves, then they're going to have to hope you activate your force weapons BEFORE rolling to hit and wound the opponent

  29. Im not sure what to think of power weapons being ap 3 bit meh. and as an eldar player sad about the witchblade nerf but however do not despair fellow pointy ears the codex says pg 27 "The singing spear can also be used in closecombat........, like witchblades singing spears wound on a 2+ but when rolling to damage a vehicule they have a strength of 9 (in close combat and when thrown)" so witchblades are nerfed but the singing spear i still strength 9 which is fine just means we still stomp termies with fortune as the sheer amount of wounds means they fail saves and win the combat. also in a squad of 10 3+2d6 could still do some serious damage to tanks especially with hull points the way they are, just mix in some spears and do some lobbing then charging and then even landraiders go boom also dont forget eldritch storm... and it spins the ehicule in a random direction always funny which may mean it may not get to overwatch later one XD

    1. And on eldrad profile it says staff of ulthamar"In combat it always wounds on a 2+ and ignores armour saves" so still stomping termies yet again and same for yriel "it is a singing spear that ignores armour saves" so just mix them in and yriel kills about 3 termies in one round and the rest is easy :)

    2. or the avatar dont forget him one of the best MCs in the game mate.

    3. Doesnt the entry for power weapons currently say "ignores armour saves"? Seems that the new rules spells out weapon types by wysiwyg. So if hes got a staff, its a staff and has AP4 if its an axe it has AP2, and so on. The new power/force weapon rules kinda screw marine librarian models as well, since the termi libby comes with a staff.

    4. But those weapons are power weapons. They are weapons that ignore armour saves. Currently they work the same as power weapons, but next edition, they won't.

    5. they work the same as pw in 5th currently yes but they are not called power weapons as they are different weapons in their own right and it explictly says ignores armour saves which includes 2+3+4+5+6+ so yes a staff is usually ap 4 but the entry specifically says it ignores all armour so therefore it counts as ap 2 and always will until the codex changes or it gets FAQed which it has. Yes it loooks like a staff but just see it like this it is a special staff containing the soulstones of the whole first seercouncil blahblah so therfore it is an exception to the rule and the entry does not say counts as a power weapon so do not use it as such. Natfka prehaps you could help with this?

    6. There is a difference between Ignores armor saves and Ignores armor saves like power weapons.

      One of them is hit with the AP3 nerf, the other is not (At least until it is FAQ'd)

    7. both yriel and eldrad says "ignore armour saves" no mention of power weapons so neither is nerfed :p

  30. Blood Angel vindicators are now no better than everyone elses :(

    1. How so? They can move twelve in the move, shoot and move an additional 6. Unless I greatly misunderstood the rules for fast explained above.

    2. Cant they just move 12 amd shoot? But the mew flat out means you forfeit shooting to move an exta 6inches...not sure if this cleared anything...

  31. Reroll what though? Unless the game changed so that everyone arriving from reserve arrives on a random board edge, Acute Senses only affects units that have outflank/infiltrate/scout AND acute senses. Who has access to that combination?

    Wolves w/ Creed?
    Stealth Suits?
    There are probably others, but how many others?

    1. Let me guess, this is going to spark uproar in the SW community as the USR they get which currently works on average for one turn in every three battles (thats 5.5% of the time) now only works in one or two special scenarios?

    2. Raveners cannot outflank right now, they only have Acute Senses. So they can reroll... what exactly?

    3. They can reroll the dice when they have to randomly determine which board edge they enter from, INCLUDING when outflanking. To me, the word including in the rule summary from the book implies outflanking is only one of the reasons why you would enter in from a random board edge. Others could include mission specific rules for reserves and potentially additional rule edits to enable you to do this.

  32. Granted this is just coming out with information, but if this is correct, Tyranids are an unplayable army in 6th.

    At this point I will be only able to hit Zooming Flyers (which most will be in) on 6s. I cannot assault them, and I only have a few units that even can fire effectively at armored units. With the changes to the Dmg table for tanks, it is hard to even blow them up.

    Now the guy gets all excited about Flying MC (read Winged HT which is 230 base points), will get d3+1 attacks at base str? Since I have to hit the side armor with this attack, which means 12 armor for most cases, then guess I need 6's again. LOL!!!!! So every two turns I will get once Glance, which does not roll on the chart, so every 6 turns, per average, I will blow out one 130 IG flyer. IF I get to it on the first turn. Of course, they have 3 TL Lascannons with which I get no armor saves, so it can kill me in an average of 3 turns, and cost half as much.

    1. Keep in mind iirc that tyranids are the ONLY xenos codex to get an update in every edition....but until then your gonna have to work with ehat you have unfortunately.

      6th ed is a new rule system so tjere are gonna be buffs to them. Also keepnin mind many WD editors and testers play tyranids soooo i dont think theyd purposely screw them

    2. Good point JayDee.

      I do not have access to the Rulebook yet, and maybe the FAQ will allow me to change up some abilities (Skyfire on the HG hopefully?).

    3. I think Shadow of the Warp is going to change in the FAQ. I wouldnt be suprised if it in essense makes synapse creatures 'psykers' for purposes of deny the Witch, and extends it for Synapse range.

      Tyranids 'could' end up with 4+ across the board save vs Psychic attacks.

    4. *******************
      dude, I understand you're upset but I resent that you're insulting my inteligence. I realised that you need to roll 6s (I just hadn't typed it up) however up until that point I had thought flying MCs had NO way of attacking flyers at all.

      Yes tyranids will have difficulty (read practically impossibility) with flyers until they bring out a faq. I'm plannine to convert myself a fortress of redemption substitute (not using their own model but scratch built) and use that as my anti-flyer protection. No rules say I can't

    5. Tyranids are already an unplayable army in 5th (i wonder how WD editors and staff at GW fail to see this), and nerf to poison in CC, lack of grenades, poor saves, no protection against ID, no invu and no AT / AA makes this even worse. Sure, MC rules seem to be great, but not az great as the point costs indicate.
      Nerfing Furiuos charge makes Trygons strike at I4 just like any Marine or mass power weapon wielding unit. And since Nidz have no access to invu, they will still die, no matter how great those rules look.
      Fear is useless as everyone is either Ld 10 or having ATSKNF...
      So I just simply cannot see how on earth Nidz will work our.
      I can imagine Hive Guargs getting the Skyfire rule to target even zooming Flyers at normal BS (R24" is just still way too small to actually be lucky enough to be in range compared to the 18"+ move of the Flyers) and Preferred enemy will make them deadly when hitting.
      Venomthropes will have an impact (if ruines are really +2 to cover and they even stack with night fighting bonuses etc).
      Still cannot justify poison for MCs though: S6 typically wounds anything small on 2+ and even T6 on 4+. Poison just grants 4+ against anything, without rerolls now. What is it good for?

      I doubt Nidz will have a 6th ed. update anytime soon... but we most admit that they do not get too much love. Still many models are missing from the codex and 5th ed. codex was just screwed...

  33. What about furious charge!!!

    1. If your asking about how it works now its supposedly +1 strength but NO +1inititive.

      Damn that was supposed to help my necrons too!

  34. Hammer of Wraith = I10 on the charge?

    Why did I build my Wraiths with Whip Coils.

    1. its a single automatic hit at the str of the model, ap -

      Whip Coils would then affect the combat like normal

    2. Ahh, ok. That's what I originally heard it was, the wording above made it sound like I10 with ALL attacks on the charge. Glad my Whip Coils aren't going to waste then.

  35. Looks like my Thousand Sons AND Fateweaver will continue to make my enemy rage.... TOGETHER (evil laughter)

  36. Deathguard with Epidemus, here I come. This will be hillarious.

  37. So, at 2000 you get another FOC. Do you have to fill it with HQ and Troop before you can use the extra Elite, FA, and HS slots, or can you just add whatever units you'd like to your existing army?


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