We have some early information on rules and 6th edition in general taken out of the latest White Dwarf. This is a sneak peak into some of the stuff that everyone will start seeing tomorrow and over the next few days.

Some reports are conflicting on some of the details that we have heard throughout the internet, however these are collected directly out of the White Dwarf, from different articles, battle reports, army presentation, and an introductory article regarding the goals of 6th edition

the rulebook itself
- full of fluff and coverage for things that werent coverec a lot in the past
- the goal is to make the game more "cinematic"
- end of rulebook is an overview of all weapons, powers , hull points, psi powers and more fluff (how to treat laswounds on the battlefield)

general rules
- charge range (going into cc) is 2d6, jumppacks seem to enable you to REROLL it ( or it is a special rule thing, might be BA exclusive)
- wound allocation to the closest miniatures in the unit. no info if wound groups are removed
- i might have misunderstood it but : every model counts as an individual now(like in lord of the rings?) would explain the new wound allocation.
- FOC has been EXPANDED for allies, this would mean that its still foc, not percentages
- vehicle squadrons also improve shooting -> line of sight related
- there will be many rules to bring "movie-like action scenes" to the tabletop

- "defensive fire" and "snap fire" are ENTIRELY DIFFERENT things!
- "defensive fire" "additional shooting phase" for assaulted units at bs 1. NO(!!!) mention of restrictions regarding WHAT WEAPONS can be fired. the usual restrictions should apply regarding flamethrowers (no usage if own model is in line of fire)

- "snap fire" shooting after movement and hitting on a 6, lascannons (and thus all HWs) can do it. land raiders can move 6" and shoot all weapons (1 normal, 1 via machine spirit and 2 snapshots with multi-melta and storm cannon) and a stunned cybot snap fired with a

multi-melta in one of the battle reports

hull points
- cybots have 3 hull points like "battle tanks"
- land raiders, soul grinders, ghost arc have 4

abilities
- rage is renamed to berserk : +2 attacks in melee
- smash for jumpers --> going into cc directly
- monstrous creatures can halve their attacks but double the strength
- flying monstrous creatures get their ability too, flying 24", ignoring all weapons but anti-air ones and hit enemies they flew over with (str + w3 + 1)
- "GRENADE!" the unit mentioned is a sargeant throwing a grenade and destroying the enemy unit - no further info.
- "evasive manouvers" for landspeeders : +5 cover save normal +4 when boosting and at max. velocity
- forebarence : eldar runeprophets have it - usual bf for defensive fire
- grey knights scriptors can get mastery grade 3
- warlord traits can be passed to psykers (might be only related to GKs)
- sharpshooters can choose what target they hit on a 6 (necron eliminators)
- rapid fire weapons still shoot max distance after moving (possibly even the full amount of shots!)
- tesla weapons get an additional hit when throwing a 6 on the to-hit throws
- gauss weapons remove 1 hull point on a 6 at pen throws
- tau battle suits can fall back 2d6 in the melee phase
- apparently you can bodyguard all special characters (non independent ones on a +4)

equipment
- psi matrix +4 save for psi resistance on 6"
- power axe or powerfist needed to deny 2+ armor throws so they're either ap 1 or ap 2 or both ap 1 or ap 2

independent characters
- character models can - under certain circumstances - pick their target individually
- duelling like in warhammer
- "there are many possibilities for unknown heroes to gain fame and honor" possible hints to even more things to make the game more "cinematic" ?
- Warlords roll on a trait table (leadership, combat, tactics)

flyers :
- always come in as reserves
- some weapons have the "anti air" special rule
- hard to hit when flying at max distance
- fly on 2 "levels" far above ground (cant let passengers exit, but is only hittable by anti-air weaponry) and closer to the ground (easier to hit but can load out passengers)
- destroying a flyer results in debris hitting the battlefield, damaging units

terrain and battlefield itself
- mysterious forest like in warhammer - random properties when entering
- ruins are difficult terrain, +4 cover save
- thick bushes +5 cover save and difficult terrain
- imperial statue provide fearless to imperial armies in 2" (sob, sm and ig)
- fuel barrels etc +5 cover save, if it passes d6 --> 1 barrel explodes and does s3 to surrounding units
- fortress of redemption --> 220 pts
- craters +5 cover save
- modifiers for the whole battlefield like : higher or lower gravity, poisonous atmospheres
- usable ruins, artifacts that can turn the tide of battle

buildings :
- go into the deployment zone
- skyshield landing platform : arrival of reserves can be controlled
- buildings can be upgraded - communications relais and anti-air weaponry
- bastions have av 14
- tank blockers are impassable for vehicles, dangerous terrain for bikes. provide +4 cover save
- aegis defence lines provide a +4 cover save and +1 when going to ground

missions :
- six "bloody encounters" with different goals and/or objectives : "explore and hold"
-some objectives have special abilites (aiming systems, gravity wave generator) or are, for example mined (random properties?),
- some missions make certain units scoring , fast attack units or even vehicles ("big guns never rest") but turn them into 1 "win-point" when killed/destroyed
- three secondary objectives : kill the warlord , first blood, breakthrough (invading the enemies deployment zone), each is worth 1 "win-point"
- rulebook section with scenarios to inspire the players to develop their own campains and missions

allies :
- appearantly needed is 1 hq + 1 stan.

Psi :
- the chart tells us if you can take the rulebooks psi-abilities or only the ones from your codex


Extra Info:
paultwilsons post about the abhuman is absolutely right. its part of the "armies in 6th edition" presentation. right next to it is chris peachs imperial army where he used imperial pistoliers parts etc from warhammer to create a pretty cool imperial guard army! look forward to those ones! feathers and old-school helmets!

the appendix of the rulebook covers abhumans and the like

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




46 Comments:

  1. So os the tesla extra hit in addition to the rollong of the 6 for a total of 4 or just 1 xtra hit. The 2 levels for flyers sounds cool. Bit if their at maximim distance cam they still shoot normally? Hopefully.

    So far it seems GW is succeeding in making 6ed more cinematic. Gonna be sweet!

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    1. from the way its written, looks as for any 6 you roll to hit gives you 2 hits with the Tesla. Depends on the actually wording which we are not getting

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    2. Hmm... Tesla currently gives you two extra hits (total of three). Looks confusing but awesome.

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    3. Sorry but 1) I call BS on that tesla rule. And even if it's true what's written in the codex overrules the rulebook. And 2) hull points stripped on PEN rolls of 6? So gauss flayers are excluded(unless entropic'd beforehand)

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    4. Why would Gauss Flayers be excluded?

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    5. I think mid read it. I read it as u have to roll a 6 to penetrate, which gauss flayers can't do.

      Re reading it that doesn't make sense... It actually seems to mean that not only do all gauss weapons glance on 6's but when u roll a 6 when rolling for penetration u strip a hull point... If hull points work like super heavy structure points, gauss flayers are just as good at killing vehicles than a Hgauss cannon!

      There's a comment further down that suggests the tesla rule mentioned is contextual to snap/defensive fire( u only get 1 extra hit instead of 2 if u are defensive firing a charging unit)

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  2. Imperial Statue Rules? There had better be a f***ing Chaos equivalent, because otherwise this is a blatant boost to the Imperium, considering how much Imperial scenery floats around stores these days.
    Most of this I can live with, but Hull Points? A Land Raider gets 4, a Rhino gets 3? I would have liked a much larger difference than that, considering how many things auto glance.
    Also, cinematic gameplay? TBH, I would have preferred it if that had been left out, so you could house rule it if you wanted to. Not everyone wants to imagine that theit 50 guardsmen are all heroic individuals, looking out for each other, etc., etc. Especially in apocalypse, I think this will just slow things down.

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    Replies
    1. A thing that bugs me with the terrain is thatit all accomidates the imperium. Would tyranids or necrons use a bastion or skyshield pad? I doubt it. So jopefully GW makes cool terrain for ALL armies.

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    2. I doubt we will get much info on hull points til the book comes out. It may be a page or two to the details of how it works, and will not get much on the actual mechanics other than the stat line

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    3. The terrain pieces should be redesignated "Inspiring"- generic enough so that the rules encompass all factions (Tau statue, Chaos statue, Dark Eldar, etc).

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  3. For some bizarre reason this is growing on me more and more. Is this just my natural protection mechanisms forcing my acceptance of this or am I genuinly looking forward to it? Curious...

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    1. I feel similar, but some things I'll never like. My tanks die quickly enough already... Why make it easier, Games Workshop? Did you want that Land Raider money?

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    2. I don't think tank killing got easier i think it has got slightly harder with 3 hull points on a rhino, regardless if all damage now stacks its still at least 3 glancing hits before it goes bomb. Norrikan I think this will bring back somthing that has been missing from 40k for a long time, it's really starting to sound like 2nd edition and lets face it that was a lot of fun but not sure how tourney scene is going to take it. Any thoughts.

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    3. We don't know exactly how Hull Points work yet, but if it's x amount of glancing hits and you're dead, then land raiders are well and truly screwed. Auto glance? Necrons? I would prefer it if rhinos had 2 hull points and Land Raiders had 5 or 6. It would make more sense, fluff wise.

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  4. Wait, WTF? You +++Censored+++! Tanks still can't move 6" and fire all their weapons? +++Censored+++! Walkers can do it, why not tanks? Chaos still can't fire more than a single lascannon on a moving Land Raider? +++Censored+++...

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  5. "wound allocation to the closest miniatures in the unit. no info if wound groups are removed" + "apparently you can bodyguard all special characters (non independent ones on a +4)"

    There we go...

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  6. Everyone can chill about the terrain or get off their asses and convert something rather than spending all their time bitching!

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    Replies
    1. I think people "bitching" about the terrain were also focusing on the rules, not just the complete lack of any models. If there are rules for Imperial Statues, Aegis defence lines, bastions, Landing pads, etc. it looks as though there will mostly be rules for terrain that they have models for. That leaves everything but the Imperium completely screwed.

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    2. Me thinks this Anon plays Imperium.

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    3. also, there was a previous rumor about each race was supposed to also get a terrain for them, but if that is still true or what... ::shrugs::

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    4. I'll be peeved if they don't include things like capillary towers in the rules. The models exist, and it would be ridiculous not to include the FW models simply because they're Tyranid and not Imperial. Unfortunately, I'm not holding my breath.

      I know it's not you're fault, Natfka, but this one was a little difficult to read/understand. I had to look up what a "Cybot" was, I've never even heard someone call a dreadnought that before, lol.

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    5. we can't convert something there isn't rules for. If there's terrain that helps the imperium, there better be some that helps the other 50%.

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    6. 'Cybot' means the person providing the leak is likely from Germany, as that's what the Germans call Dreads. The odd wording and awkward sentence structure means that English is not the first language of the writer.

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  7. The tesla stuff displeases me. I can understand a new BRB changing USRs and the like, and those trickling down into unit nerfs. I really don't like the idea of the new book diving into a codex and specifically nerfing individual items in that codex. I hope the "Tesla Weapons getting *an* additional hit" is just the reader or the writer of the article getting something wrong.

    If it is true, and the book is capable of spot errata and nerfs to a codex, why can't they buff the armies that really need it at the same time, and in the same manner? SoB's need the help.

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    1. tesla weapons get 2 additional hits for every 6 on the to-hit-throw.

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    2. That is what the codex says. The wording, however, of this rumor dump is that they will only get an extra hit, not 2. And that is disconcerting.

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    3. I read someone post that rumor recently and it was worded to be in inclusion with Snap Fire and Defensive Fire. That wording, wasn't meant to imply that Tesla rules are changing but that Tesla still with snap fire and defensive fire (since you only hit on 6's).

      If this is actually a weird errata nerving Tesla.... well... I'd be close to a rage quit.

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    4. Eldar get a buff by 'runeprophets'. Now what exactly are they?

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    5. That would be Farseers. The Source of this is german for sure, as 'Runeprophets' is pretty much a literal translation of their german name.

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  8. Is Anyone else thinking haywire launchers will be blatantly overpowered if glancing hits remove a hull point?

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    1. I'm looking forward to this. After all, they nerfed FNP down to 5+, making the survivability of Dark Eldar that much lower. I'll bring 3 full squads of Scourges and rage at all the tanks all the time.

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  9. Wait, was this te tastytaste rumor bombshell? And man, now if only we could get some new news on chaos, I'd be a very happy anon.

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  10. So battle suits don't have JSJ anymore or is it just 2d6 instead of 6? That makes it a lot harder to reliably get beck behind cover :(

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    1. 2d6 instead of flat 6, just like all other assault moves in 6th.

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    2. 2d6 is still more on avarage than 6 so be happy

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    3. For those playing against Tau battle suits, this works very well. There have been many a game I have played where a tau player was able to jump out from behind a piece of scenery that obscured all line of sight, fired, and jumped back behind that scenery. With no line of sight at all, you could not target them. At least now there is a chance that this tactic could go wrong, and leave them exposed for return fire.

      Will eldar jetbikes have a random move too though?

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    4. Oh of course as Tau are so OP anyway...

      Give me a break.

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  11. I really wanna know who can ally with whom?

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    1. Hopefully everyone can ally with everyone, with lower cooperation levels for the obvious stretches. If they stick with the 'Tyranids can't ally with anyone' crap... well, we'll probably see more repeats of Adepticon, where not a single Tyranid player showed up.

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  12. I don't mind these rumours but GW will never make 40k like lord of the rings strategy game - it would not work well. it has always been squad based and will remain the same.

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  13. - apparently you can bodyguard all special characters (non independent ones on a +4)


    What does that mean? Does that mean I can assign ablative wounds to Mephiston?

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    1. This comment has been removed by the author.

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    2. sounds like it (in shooting), its probably so we can still have the cinematic field where mephiston et. al. goes in front

      but i guess that if another marine jumps in front to save mephiston on a 4+ that marine will fail and mephiston will take a wound on 1-3 and on 4-6 that marine will stop the bullet but die himself

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    3. yep sounds like the "look out sir" rule to me and this will make a number SC without the inderpendant charater rule more serviable.

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  14. is there any word on whether target priority tests are back (a la 4th edition), meaning you must shoot the closest threat unless a leadership test is passed, or is it still the same as 5th edition.

    I ask because a return to pre-measuring would aid in bringing the targeting system back to 4th edition.

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  15. There was a editorial saying "have you ever wanted to stuff a krak grenade down a MC's throat? now you can do that!"

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