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===Other rule changes=== *Vector strikes are 1 hit, S user, Ap2; the enemy takes D3 if they are a zooming flyer or FMC in swoop mode. *All units are scoring, except for Swooping FMCs, Zooming Flyers (and units embarked on them), units whose rules specifically state that they are not scoring, units that are falling back, and unclaimed buildings/fortifications. *However units from Troops choices on armies that follow the Combined Arms FoC in Battle-Forged armies have additional scoring ability referred to as Objective Secured, meaning if they get on an objective, non-Troops units cannot Contest it from them, they can only be contested by other Objective Secured troops. *Vehicles must declare Jink when they are targeted with shooting now (before To Hit rolls are made), gives a Cover save (4+ now), but forces the vehicle to make snap shots. Interestingly, a vehicle does not need to have moved in the previous movement phase to Jink (presumably to fairly allow the player who goes second to Jink in the first turn). <s>This is actually retarded bullshit because even if a vehicle is immobilized it can still jink when exploiting [[RAW]]</s> This has been fixed in the Rules Errata Warhammer 40k: the Rules" of "[http://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Warhammer_40000_Rules_EN.pdf January 2015]. *Flying Monstrous Creatures now only take one grounding check, at the end of the shooting phase, rather than one check per shooting attack. And only if they take an unsaved wound. *Flying Monstrous Creatures now must spend at least one turn gliding after using a swoop move before they can charge. *Additional "overkill" wounds taken in challenges now spread to the squad after the challenging Character is dead. This means that you can't take a challenge just to soak up all the damage from the rest of your unit (poor ork nobz). *Conversely, characters locked in a challenge can be hit by units outside of the challenge if they have nothing else to hit. This includes after one side's non-character models wipe out all of the other side's non-character models. This means no more having 20 dudes tied up standing around doing nothing because the challenge isn't over. *Shooting attacks from a squad are resolved one weapon type at a time. For example, in a squad of tactical marines you may choose to resolve the flamer first, then the bolters, then the sergeant's plasma pistol, then the missile launcher. Very useful if your opponent brought the fortification bullshit that a void shield generator is (chance to pop the shield with the squad's heavy anti-tank weapon before you pelt it with your other guns). *Rending now officially no longer counts as ap2 against vehicles on its own (so basically things like daemonettes are a lot less threatening to vehicles). **To Wound rolls of 6 automatically wound regardless of Toughness, and are resolved at AP2. **Penetration rolls of 6 add D3 to the roll, and are resolved at the weapon's AP. *Vehicle damage chart is changing again; you need a roll of 7 to make tanks Explode. Thus they can only be insta-sploded if there is a +modifier applicable to the roll, either from AP2 (+1), AP1 (+2) or Open-Topped (+1). This makes them more resilient - not to the ridiculous level of 5E, but to the level they can actually compete with infantry and MC, finally bringing the balance between mech and bio. *Flyers that suffer an immobilized result now have to take a test- 3+, the flyer counts as being crew stunned (one turn of locked velocity). However, on a 1 or 2, the flyer crashes and burns. *Vehicle Explosions are now S4 all the time. *Units in a vehicle that was destroyed cannot charge on the following turn unless the vehicle in question was an assault vehicle. *The Split Fire rule no longer requires a leadership test. *The Counter Attack rule no longer requires a Leadership test.(Go MoK cultists and Space Wolves!) *Vehicles can now use Snap Shots with Ordnance weapons, as long as the weapon itself allows Snap Shots to be fired (still no Snap Shots from Blast weapons). Similarly, vehicles can now fire Ordnance weapons normally at Combat Speed, although all other weapons that turn will be fired as Snap Shots. *Flamer templates now hit open-topped vehicle passengers D6 times. Bad news for DE and Orks. *ICs can't join units with MCs, (bye, invisible Riptide). *ICs can't join units that are infiltrating unless they also have infiltrate. *Precision Shot is a USR, so IG needs 6s to do precision after the order granting it. Interestingly it does not say on the character page that they have this USR. The same goes with Precision Strike. They probably don't, seeing as the Astra Militarum codex (Being written with 7th in mind) has a wargear reserved for characters that gives the Precision Shot USR. *Smash can now either confer all melee attacks outside of HoW AP2 or make one single attack at Sx2 with a re-rollable Pen roll. ("Fucking Bullshit!" -Every Tyranid player) *Invulnerable and cover saves can now be taken against strength D weapons, unless the strength D weapon in question rolled a 6 to wound. Strength D weapons that did not roll a 6 are treated as having S10 and the weapon's AP, so T6+ units won't suffer Instant Death from them (on a Destroyer To Wound roll of 2-5 the victim loses D3 Wounds, good for the Tyranid MCs at least, though on a Destroyer To Wound roll of 6 it inflicts D6+6 wounds which would probably kill anything anyway). In addition, Strength D allocates wounds like barrage does. *Barrage weapons must now direct fire in order to hit something in their minimum range, so no more hiding basilisks out of LOS, unless maybe on a huuuge table. *Sniper weapons lost Pinning and Rending, but rolls of 6 against infantry still give AP2 hits. When they shoot at vehicles, they now have S4. *Skyfire/Interceptor combo no longer allows to hit non Flyer/Skimmer/FMC targets at BS. *You can't disembark from Chariots. Also, if a Necron Chariot rider passes his Ever-Living roll, [[Awesome|his whole damn chariot comes back]] (with one Hull Point). *Chariots no longer give you a save bonus. This only means that Necrons gotta spend few extra points. *Walkers now have Hammer of Wrath. *Grenades can only be used once per unit per phase while shooting. In assault, each model can use a grenade as a single attack (This has been corrected in FAQ to one model per squad). *Units can now charge Walkers they can't hurt. For Tyranid players, this is invaluable indeed. *They updated with FAQs that remove a lot of what was said in 6th. All psyker abilities that are not 6th Edition or higher are now removed. Example: Ork Weirdboys no longer have their random table and could only use Daemonology until they got their new Codex, where they got a whole new discipline. *Chariots have the Relentless special rule. The Burning Chariot is now useful! *Chariots in close combat always uses their front armour value. *Any model with (Character) next to unit type can be the Warlord of your army. While this sounds really silly, this means characters like the Broodlord and [[Warhammer 40,000: Fire Warrior|that lone fire warrior who took on the Lord of Change alone]] can make fluffy list even more possible. *Flying Monstrous Creatures can Jink ''while gliding!'' Not just swooping. [[Venomthrope|Find a way to]] [[Nurgle|give them Shrouded]] and you have 2+ cover save on your melee beast the turn he wants to assault. *Dedicated Transports are now a special rule as opposed to a force org slot type, or "battlefield role" as they are called now. A transport starts with its own battlefield role (most of them are just Fast Attack, like Rhinos and Razorbacks are), but its role is overridden by whatever takes them as a Dedicated Transport -- i.e. a Rhino is Troops if holding a Tactical Squad, or Elites if holding Veterans. *Rules concerning multiple levels no longer seem to exist. Splash damage and flamers now have unlimited vertical range and deal damage through floors (though only where ruins are concerned; fortifications work the same as before). *A unit cannot Overwatch if it Goes to Ground; likewise, a unit may choose to Jink or Go to Ground versus Overwatch Fire. A little minor change.
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