Someone has read the rulebook and man of the rules are here. Finally we have some Answers.... Hull Points are explained in detail with new things, like "focus fire". I am glad to finally read some of these, as they are starting to bring a little order to the rules I have been reading.

One little thing though. Do not take everything here as exact wording and match, as I was able to find one error and I corrected it. That was with flyers, since we now know that its not 12" minimum when zooming, its 18". That is from the video we saw.

I do think this is right along how things are in the new rulebook, and lucky for us, its only a couple days away until we start seeing it in its full context. Also a big thanks to readers here for pointing me towards this set. I beleive it was Trent, but possibly others as well.


via Hellas Heal
I already read some of 6th rule book there were no % in using slot

Core System
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase

Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.

Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.

Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)

Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 18" and cannot disembark any models.

Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.

Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.

Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.

Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.

Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)

112 Comments:

  1. Wow hull points suck! Why are gauss weapons great at removing them if hull points are removed via glances...is it just cuz necrons can mass glance? Probably. Full template strenght? Doomsday arks are gonna be evem awesomer but leman ruses too.... i spoed a few contradictions in this though soooo....

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    1. What I've wanted to see more than anything is if there are any changes to Deep Striking. Since we've yet to see anything I'm doubting this is the case . . . I was hoping that larger models (like the Monolith) would get some kind of innate protection.

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    2. Yes! Because it TOTALLY makes semse how a massive brick basically can fall on a squat and must take a deep mishap roll.... :P maybe thats what the new"Heavy" type vehicle does?

      Reading the codex though a 6 from a hit gauss weapon causes a glancing hit! My faith is restored! Necrons will dominate vehicles just like 4th ed!

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    3. Ghost Ark - You could have up to 15 (or more, I don't know) Gauss Flayers fired at one target with a good chance of reducing even a Land Raider to slag.

      As for the question above, a Guass Flayer (S4) will remove one hull point (from any AV) if a six is rolled for penetration. So, in theory, a squad of Necron Warriors could trash a Land Raider if they roll at least four sixes for AP. Heheheh :))

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    4. Not really, think of how often a glance keeps your dread or tank from firing. Now, while a lot of glances may wreck your vehicle, one or two will be able to be shrugged of and still move and fire as normal for one more turn. Plus, to be able to fire everything, even at a reduced BS for some weapons, has to be balanced somehow. I also like the ability to be full strength without the center hole, my Manticores are going to be evil.

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    5. I got it! Night Scythe kill teams. Turbo boost scythes near land raider while night fighting. Assuming you arent shot a few turns disembark 14 warriors with phaeron near landraider. Then laugh as they each fire 15(x2) or x3 depends whay relentless does and laugh as 42(possibly) gauss shots rape that land raider....yummy

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    6. I really like the hull point rules. I wonder if there should be more differentiation between vehicle types though. For instance, 3 for rhino class vehicles, though perhaps 4 for the predator given its additional armor (although, if hull points measure the vehicle 'mass' rather than protection, the pred should be 3 as well); say 4-5 for a land raider, and higher for super heavy tanks. And maybe 2 for light vehicles. I'll have to see how the rules play.

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    7. that would be cool if paying for extra armor gives you an extra hull point

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    8. That would be reminiscent of the mandatory "Ablative Armour" vehicle card from 2nd edition.

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    9. Please tell me there is a rule for deep striking vehicles..something that keeps the vehicle from getting destroyed vs infantry! I understand mishaps for off the table and other vehicles but come on.... infantry!?

      On that same note...things that tunnel should not suffer mishaps vs infantry either! Maybe a roll off (tunneler is at a +1 or +2) of a d6 to see who strikes first.

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    10. Hi Math bot here...I think this is a typo

      "Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true."

      Did he mean divide by 10? Yes. He did.

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    11. This is true in some cases, but not in all. For example, Eldar War Walker has 10/10/10, but only 2 hull points, when 30/10=3. Same with Eldar Vyper, and Marine Land Speeder. Guard Armoured Sentinel has 12/10/10, but only 2 HP, when the formula says it should have 3HP. It looks like anything with 2HP breaks this formula.

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  2. Wyches throwing Haywire grenades, YES!

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    1. Im guessing those are one of the kinds that cannot be thrown.

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    2. Necron crytepks have a weapon thats assault 4 haywire. So it can theoretically kill a land rainder of its HP in one go? Nice!

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    3. And let's not forget the Tau EMP grenades. Here's hoping that the Pulse Carbine can be used to shoot grenades 18".

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  3. Hi. Grammar bot here. It's either irrespective or regardless :p

    Seriously though, good find :)

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    1. http://dictionary.reference.com/browse/irregardless?s=t

      :D

      It's considered "Non-standard" but it's still in the lexicon.

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    2. Sorry, don't want to get into grammar wars in Faeit's comment section, but I love that word.

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  4. Holy cow, I'm assuming (hoping!!) that these rules for vehicular movement and disembarking are for standard vehicles. I just can't see fast skimmers only moving 12 + in shooting, and only being able to deploy on a 6 inch move. That would crush Dark Eldar's ability to close with the enemy quickly, especially if Fleet no long allows running and then assault. even with a 2d6 assault, it seems like a fairly hard nerf, especially when Raiders are so fragile. I'd rather spend the points on Warriors with dual dark lances if this is the case and run pure shooty lists. Now, all this said. I do think there's more to vehicles, I mean, they can't lump they all under one movement / transport rules umbrella. Would negate the many special categories of vehicle thus far. We shall see. I'm trying to keep my blood pressure down on this one as it's probably needless worry on my part.

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    1. Also, why is it I only proof-read after posting? m(__)m. My apologies, been up 23 hours, and thanks Natfka for the awesome find.

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    2. I am sure there is more rules to go along with fast skimmers.

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    3. I'm still waiting to see where Dark Eldar are supposed to cope against these new psychic powers considering they have no reliable defense or powers of their own. And don't tell me the answer is that silly cube.

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    5. The Templar looks over and says, "Yeah, tell me about it"

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    6. Im also worried Agonizers become AP3. Even at AP2, they aren't going to be able to stay in and tie up combat for several turns with the allocation rules.

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    7. The rumours also say that you get to deploy up to 6" away from the vehicle's hatch, though you don't get your movement, so overall you only lose 2" in terms of shooting distance (though it's 8" in terms of assault distance: it looks like GW is really hating on assault units this edition, more so than with 5th).

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  5. this makes necron gauss pointless if it can't roll on the table until getting a penetrating hit. you can't do nothing with glance by the looks of things. And to protect myself from physic spam I will not have to take spiders as well as a ally with powers. I do hope scarabs bases ignore the hull pints and still destroy a tank by eating their armour otherwise a new book might be pointless

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    1. If you glance the vehicle then you remove a hull point. If the vehicle has zero hull points it becomes a wreck. At least that's how I read it.

      Seems crons get a good deal as most of their troops can hurt vehicles. Unlike my nids :(

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    2. Umm... According to the rumors, glances strip 1 hull point, and Gauss weapons glance on 6 no matter what. How is that anything but awesome for Necrons? They got their "Our most basic guns can wreck your most advanced tank." back in spades.

      Mind you, they probably won't one-shot a vehicle now (unless you run Warrior Hordes and are good at rolling 6's...) But still.

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    3. Dang... Ninja'd by Dakkadakka...

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    4. Yeah, just reread it again. 4 glances takes down a landraider

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  6. My god I'm so pumped for this. I'll say it again - lots of good ideas taken from 2nd edition and revamped for this edition. I'm sooooo happy!!!! Hurrrahhhh!!!!!!!!!!!

    Sorry - got carried away!

    Scissorheart

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    1. I sympathize. There were a lot of elements in 2nd that I missed when 3rd came out. I stopped playing before 4th and 5th, and so its nice that I'm getting back into the hobby when they start drawing on 2nd again.

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  7. Nice. Would like to see full rules on rapid fire. Ex. is there two shots for rapid fire if standing still at full range or only one?

    Also, will JP and Bikes still have relentless?

    Like the rule that the JP/Bikes get an attack on the way in.

    Looks like no 12" move, and rapid fire...6" only..but can shoot upto 24" now.

    Flying MC's saw a big boost.

    Wonder if the "Look out Sir" rule is in addition to armor saves or in place of armor saves....2+ to evade then 2+/or so save on top seems very rough to wound an IC. This would lend fuel to HeroHammer by a long shot if so.

    Thanks,

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  8. Is the whole controlled movement with rage thing gone?

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  9. has anyone found a download of it yet? pls post link i per-orderd but i just cant WAIT!!!!!

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    1. Natfka won't provider a link for the supposed German BRB. He'll let u know its out there and who on another forum is posting it, but will not post it for good reason.

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  10. Ork Biys are going to be awful in assault, time to make the 2 SAG 3 Lioted Wagon list :)

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    1. why would they be bad? 2d6 assault range...

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  11. Hmm... I don't like the idea of some hulking Space Marine Captain calling out my Tau Ethereal for a spot of mano-a-mano. However, I do like the idea of my Drones dropping on my enemies heads using a Hammer of Wrath attack :)

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    1. Space Marine Captain's Unit in Melee with your Ethereal's unit... I'm sorry to tell you, but the combat can only go one way. Regardless of issuing challenges.

      I'd honestly challenge the Captain with my Ethereal, just to keep the combat resolution total a bit lower.

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  12. So hwo do allies work in fantasy (bff etc...can allies use core army transports ? can independent characters join allies ?)

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  13. I just realized now that blood claws (BC) are much more playable now if they arent FAQed

    The headstrong rule is about BCs being 6" from the opponent, Which they dont have to be now, they can charge up to 12 inch, they are therefor a little more independent now than before

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    1. Yeah, but the whole thing with that is that you cant shoot and then charge with Blood Claws.
      Something you still cant do if you are lets say 7" away.

      So all in all you save a Character, but you might still want to have that character in there.

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    2. in 5th you couldnt stand 7" away and expect at charge since you could only charge 6", now you can charge in avarage 8" which (together with premeasure) gives you the tactical option of spend those 100+ points on something else and rely on micro management skills

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  14. Im going to stick my head out and say a rumor I heard:

    Apparently although some armies can ally, rhey dont fully trust each other. So if a sm and ork ally, they may not be able to mix ic in units and tramsports. Its like a "comfort" level. So sm and gk MIGHT be able to use transports fron each other.

    Please know i dont endorse this, its just what i heard and it sounds plausible. Alternitavely it could be that no allies nay mix so we'll see

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    1. Sounds reasonable. After all, if the space marines are helping out some guardsmen, they would probably commandeer their transports, or things like that, whereas nothing of the sort would happen if the space marines were helping the Eldar fight back a tyranid horde.

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    2. I really hope that is true ! =D

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  15. What about new Slot?
    "Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)"
    ?
    Are these universal for all? Or are there versions for other species such as Eldar and Tau ?
    Can you provide me with additional information about that?

    Thank you.

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    1. Nobody knows yet (who hasn't got the rulebook). Sorry about that. From what we can tell, though, the terrain will be hugely biased in favour of the Imperium.

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    2. Key words there being HUGELY :\

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    3. :(

      Blah...
      Not every battle happens on Imperial Worlds, some are on Eldar or Tau colonies or on Tyranid infested planets and Ork worlds.

      Well, i smell some serious house rules before Forgeworld (or future codices) correct that bias.

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    4. If you really want a fortification then make your own equivalent of it from foam or polystyrene.

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

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    6. Dude. This post has been finished. Y do you keep returning?

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  16. So, my only two real problems with this:
    1) Challenges. I don't like the idea, as I suspect this will be frequently abused. Judging from previous rumours about this, it sounded pretty awful, as though it was only included to prove that the game was now more cinematic.
    2) Power swords and lightning claws are AP3? F*** off, Games Workshop. That's ridiculous. A cutting edge not being able to cut through armour, but a fist can?

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    1. What about Nemesis Halberds? +2 to initiative and AP 3?

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    2. @Shrike

      Power WEAPONS are now further divided into:

      Power Swords - AP3 strike at user's S & I
      Power Axes - AP2 strike at user's S +1, but I -1

      You decide when you purchase a Power Weapon whether you want it to be an Axe or Sword.

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    3. Right?!? Banshees get nerf'd big time...time to bring back star cannons!

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    4. My Horde of Meganobz are SO happy to be stompin' da Ooniverse flat right now!

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    5. I don't understand it though. I would be fine if an axe just changed your statline, but AP2 as well? Really? And lightning claws just became useless massed 3+ save killers - Only good against things like veterans to make back their points.

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    6. My Horde of Meganobz are SO happy to be stompin' da Ooniverse flat right now!buy cheapest diablo 3 online

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  17. Blast weapons cannot snap fire. Can a missile launcher snap fire with krak

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    1. If its not a blast id assume so....

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  18. So vehicles are worse off in 6th ed? They can be glanced to death!? I didn't want to take vehicles before, but why would I take a 250 pt land raider?

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    1. Nothing short of a missile launcher could even glance a LR, so it's still awesome.

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    2. ...or a gauss weapon.....

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  19. If I hit a Land Raider with a melta in 5th Ed, I will pen on average, and Wreck it on a roll of 4 and Blow it up on a 5 or 6. In 6th, I will pen the same and blow it up on a 4, 5 or 6? So it is easier to blow up a Land Raider? It doesn't matter about "Hull Points". As for Glances, 4 glances would on average immobilize the tank, destroy a weapon and shake and stun it. In 6th, 3 glances will do nothing but the fourth will wreck the Tank?

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    1. From what I gather, glances will be less troublesome, but penetrating hits will be just the same.

      Glancing hits will wear down the vehicle's armour, but some vehicles will be able to weather more damage than others.

      I'm wondering how the AP1/AP2 and AP3 dice come into this.

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    2. Your math it a bit off. If your LR gets glanced, being that basically only Psyfleman Dreads, Necron Eldritch Lances, Missile Launches, Power Fists can ONLY glance, and anything weaker doesn't even have that chance, you no longer get shaken/stunned/immobilized. So, LR will be USEFUL for more of the time that they're alive.

      A pen from Melta weapons still has the same chance as 5th to destroy your LR. There is now apparently only 1 chance to destroy a vehicle on the chart now. AP1 ads 2 to the Chart, so, 3/6 to destroy. In 5th, there was 2 chances to destroy the LR on a Pen, increased to 3/6 by the AP1.

      I doubt that your LR ever took an amassed 4 glances before being destroyed outright by meltas or darklight. It would take an average of 27 Psyfleman shots being aimed at it for that. Even worse for Missile Launchers. It is FAR more likely that any single glance ruined your day at that point, as there could have been a lucky stunned or immobilized result.

      If you are not fighting Necrons, or Eldar/DEldar, your Land Raider will be MORE useful than 5th. But Gauss and Haywire will be all new levels of pain.

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  20. Glances will not Shake, Stun or Destroy Weapons.

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    1. Yes, but only missiles will glance in general,a s lascanons (AP2) get + 1 on the damage chart and meltas (AP1) will get plus two..so any tank within twenty four inches of 5+ tank weapons is in trouble ( plus I don't know if the melta rule of throwing 2d6 is still on, but if it is, melta's will become very popular (more so than now). I would rather be shaken 3 times and use my machine spirit than be shaken three times and lose my model... Imagine close combats now for dreadnoughts, they will be scared of a single power fist (4+, then 5+ and boom !" you may lose that all important final hull point)...I cant see how this is a boost for vehicles, but in a way I am glad for that, people were relying on them too much ! Love to see more infantry !! =)

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  21. Argh! Everyone always thinks rapid fire weapons are all 24". It seems they havent changed rapid fire rule to 2 shots at half range :(.

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    1. There there sweet lamb, The only non-24" rapid fire guns are the kroot gun and the pulse carbine both of which have rapid fire at half range (24" & 15" respectively). Your Tau will be fine don't worry.

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    2. Space Marine Sternguard Veteran Kraken Bolts have 30" as well.

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    3. How aout sternguard special ammo (kraken and vengeance), hotshot lasguns

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  22. Think I need to finish up my Swooping Hawks!

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  23. Is there any news on game length? I quite like the current system...

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  24. Are Psychic Powers random as in WHFB? Or choose with Army list? I'm confused here.

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    1. Correct... You have to roll for them just like in WHFB.

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    2. Thank you for the clarification!

      Hum... it's a "meh"... but I'm pretty happy the rest! :)

      Any rumors on FAQ and such...please give s "Loremaster" (= know all spells/Powers) thing to Farseers!...please!!

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    3. Well, Eldar don't have 'Loremaster' but with getting four *4) out of six (6) powers from a discipline they've a pretty good chance of getting the power you want.

      Much better than other races.

      And if powers don't duplicate, as in Warhammer, then taking 2 Farseers will guarantee you get the power you want.

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    4. Divination Eldrad...Wraithguard with FNP and 4+Ward Save...I'm a happy space elf... I think...

      Delete
  25. I need to stock up on claw terminators, it seems. Cutting stuff to ribbons without much chance of getting taken out beforehand seems amazing. Ten clawnators and a chaplain charging out of a crusader will wreck just about everthing short of high-initiative, high-attack monstrous creatures.
    Overall I am surprisingly okay with pretty much all of the changes outside of random charge distances.

    ReplyDelete
    Replies
    1. Hehehe sanguinary guard with glaives encarmine... :P

      That said, are double handed power weapons (or master crafted ones, for that matter) considered AP2?

      Also, with +2 attacks, death company is going to be worth taking again.

      Delete
    2. It's a good day to be a blood angels player

      Delete
    3. You do realise those claws will do nothing to terminators, right? Claw termies are only good for meq and worthless vs teq.

      I think claw termies are not worth the points at all.

      Delete
    4. Yeah, I hope you noticed Norrikan, that lightning claws are AP3 - and therefore useless, as thy cannot kill Sanguinary Guard, Terminators, most SM special characters, etc.

      Delete
    5. I was thinking more along the lines of Incubi, Lychguard, Wolfriders and the like, but, yeah, against other terminators or artificer-armor guys, they will not yield much effect. but I usually just gun those down anyway, as melee against those is far too risky.
      That being said, clawnators against sanguinary guard must be the most boring fight ever.

      Delete
    6. Normal Codex Space Marine Honor Guard won't get their armor punched through either. Will be curious to see if Relic Blades are still AP3 as well, or if they can take AP2 power axes in addition to their default power weapons(swords) and relic blade upgrades post errata.

      I'm actually really excited that Honor Guard will be a viable CC unit if that pans out, depending how all of the other xenos power weapons shake out. 2+ save, frag grenades, pistols and bolters, bonus attacks from the banner, can sweeping advance, Champion with rerolled hits (and wounds? book isn't in front of me) against ICs at WS5, option for relic blades, and all without taking up a force org slot and a base of 5 points less per model than assault termis.

      Delete
  26. Finally a summary of just what the feck Hull points do. They are mentioned a bajillion times in White Dwarf and in rumours for months, yet this the first time i've seen it spelled out exactly what they are for.
    Thanks a lot for posting this summary, much appreciated.

    ReplyDelete
  27. Welcome to Imperial edition, soon all xenos punchbags will be gone from the table. rejoice.

    ReplyDelete
    Replies
    1. Eventually all the xenos races will leave because they cant defeat the true enemy: Gw's bias to space marines...

      Delete
    2. Do you peeps even PLAY any Xenos armies? 'Nids might have been an uphill battle in 5th (we'll see about 6th) but Dark Eldar and Necrons are brutal armies easily the equal of the Imperial books.

      They just play very differently than the various SM knock-off books. Play to their strengths and they are awesome.

      Delete
    3. And the rusted SM's... the Necrons.

      Delete
    4. I play necrons but thhat and DE amd maybe orks are the exceptions though.

      Delete
    5. Pretty sure aside from GK's (who only showed up once in the top six) Xeno's won all the slots of the recent Gamescon. Just because you are terrible with the aliens doesn't mean they are bad. Buy the models that are actually useful instead of playing the same crap army you have and you'll win a bit more.

      Delete
  28. "You decide when you purchase a Power Weapon whether you want it to be an Axe or Sword."

    No, you don't. Some units (i.e. Banshees, Bloodcrushers) don't have the option and are default power swords. This is absolutely unacceptable, and if true, was only done to nerf GK.

    ReplyDelete
    Replies
    1. your assuming hellblades are just going to be regular power weapons.

      Delete
  29. somebody has it :) cough you can too http://www.fastdicerolling.com/forum/topic/305-6th-edition-information-thread-with-rules-on-page-3/p
    age__st__40__p__4502_

    ReplyDelete
    Replies
    1. http://www.reddit.com/r/Warhammer/comments/vj64o/im_sitting_here_with_a_new_40k_rulebook_ama/

      Delete
    2. Allies for nectons contradicts stuff but the conviences seem like what i heard.

      Delete
  30. Was thinking, so an Ice Axe gives +2S -1I to the wolves?

    ReplyDelete
  31. I'm wondering how hard it will be to wreck vehicles with nids now. Venom Cannons can no longer destroy vehicles and our only ranged weapon that has higher than a 1/6 chance to wreck a vehicle is the warp lance, though that's sort of offset by the fact that vehicles are significantly easier to hit in close combat (average of 18 S4 attacks to wreck a stationary rhino, or 27 for one that moved), especially if people inside the tank are still killed if you block the exits. The being able to retreat if you can't hurt your foe is also awesome.

    Nids are hurt by the lack of allies, but I think that they may be slightly more viable now. At least if the vector strike thing is true harpies are no longer complete and utter jank (vector strike every turn, shoot enemies, be hit only on a 6) and winged tyrants might potentially be useful.

    I wonder if you can deploy troops and have them charge the turn that a flyer turns into a skimmer...

    ReplyDelete
  32. Boy if you can keep a lot of boyz out of sight as you close, you won't take very many causulties if they can only kill as many models as they see....

    ReplyDelete
  33. I think Nids are actually getting a decent boost. Not only are the lances S10 so will easily take off hull points, but all the blast weapons nids fire are now going to be full strength across the template. To top this off you still hit rear armour so any rending attacks will tear through hull points like paper. I honestly don't know why anyone thinks they are less viable.

    ReplyDelete
  34. Okay these sound alright in some cases, but don't most of these mean that they make army's like Orks and Tyranids pointless to even try. They would get shot to bits on the advance and then shot again when they charge? And they don't have the best of armor in the first place, now all close combat weapons get AP?

    ReplyDelete
    Replies
    1. Ha... so you are worried about the 6's to hit from what... Space Marines which have ten or less guys in a unit typically (Some BA/BT units excepted here), or the guard squad that may be in platoon formation firing lasguns which are pretty terrible. Seriously if you are worried about the 4 gaunts that may die in the charge (when he doesn't even get pile in moves until his initiative response) then you probably weren't winning much anyway

      Delete
    2. Your probably right and it has to balance out somewhere, I just can't see it at the moment. I'll just have to give it a try to find out.

      Delete
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    ReplyDelete
  36. My god I'm so pumped for this. I'll say it again - lots of good ideas taken from 2nd edition and revamped for this edition. I'm sooooo happy!!!! Hurrrahhhh!!!!!!!!!!!

    Sorry - got carried away!
    gw2 gold

    ReplyDelete

 
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