Warhammer 40,000 6th edition: Difference between revisions
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[[File:40K 6th rulebook.jpg|thumb|350px|The fact that there's a new edition is no surprise. The fact that the cover features the [[Dark Angels]] instead of the [[Ultramarines]] is.]] | [[File:40K 6th rulebook.jpg|thumb|350px|The fact that there's a new edition is no surprise. The fact that the cover features the [[Dark Angels]] instead of the [[Ultramarines]] is.]] | ||
Apparently, we'll find out what shit's going down on the | Apparently, we'll find out what shit's going down on the 30th. | ||
Also, the [[Ultramarines]] are now bum-chums with the [[Tau]], according to rumour. [[Rage|FFFFFFFFUUUUUUUUUUU-]] | Also, the [[Ultramarines]] are now bum-chums with the [[Tau]], according to rumour. [[Rage|FFFFFFFFUUUUUUUUUUU-]] | ||
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*Premeasurement a la WHFB. | *Premeasurement a la WHFB. | ||
*Force Organization Chart is still the same, no percentages. | *Force Organization Chart is still the same, no percentages. | ||
*New FOC slot called Fortifications, lets you buy special terrain to place on the field.Fortifications range from | *New FOC slot called Fortifications, lets you buy special terrain to place on the field. Fortifications range from 50pts pieces of 4+ cover to 200+pts big-ass fortresses. GW swears all options already have a kit available. | ||
*Allies are in. Your army can include an allied detachment, with a limit of 1 HQ, 2 Troops,1 Elites, 1 Fast Attack and 1 Heavy Support. Alliances are classified by a table (best buds,untrusted etc.) but It's unknown if this will bring actual advantages or limitations. | *Allies are in. Your army can include an allied detachment, with a limit of 1 HQ, 2 Troops,1 Elites, 1 Fast Attack and 1 Heavy Support, with the HQ and one of the troops compulsory. Alliances are classified by a table (best buds,untrusted etc.) but It's unknown if this will bring actual advantages or limitations. | ||
*Turn sequence is the same: Move, Shoot, Assault. | *Turn sequence is the same: Move, Shoot, Assault. | ||
*No new phases. No Psychic Phase, Magic Phase, Blowjob Phase or anything. Nothing of nothing. | *No new phases. No Psychic Phase, Magic Phase, Blowjob Phase or anything. Nothing of nothing. | ||
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; '''Shooting Phase''' | ; '''Shooting Phase''' | ||
*Most cover got dropped to 5+, but now you only need to hide 25% of the squad to get the save. | |||
*Rapid Fire weapons can fire one shot at full range even if the unit moved. | *Rapid Fire weapons can fire one shot at full range even if the unit moved. | ||
*Sniper weapons let the owner allocate the Wound if you roll a 6 To Hit. | *Sniper weapons let the owner allocate the Wound if you roll a 6 To Hit. | ||
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; '''Assault Phase''' | ; '''Assault Phase''' | ||
*Random Charges are in, distance is 2d6". | *Random Charges are in, distance is 2d6". | ||
*Challenges are in, but work only for ICs. So no sacrificing a sergeant to | *Challenges are in, but work only for ICs. So no sacrificing a sergeant to cockblock Abaddon the Despoiler. | ||
*Hammer of Wrath: Bikes | *Hammer of Wrath: Bikes, Jump Infantry and MAYBE Walkers get an additional I10 attack when assaulting. | ||
*An assaulted unit can elect to Overwatch: simply Stand and Shoot 40k version. Shots are resolved at BS 1 and cannot cause Morale or Pinning Checks. Templates inflict d3 automatic hits. | *An assaulted unit can elect to Overwatch: simply Stand and Shoot 40k version. Shots are resolved at BS 1 and cannot cause Morale or Pinning Checks. Templates inflict d3 automatic hits. | ||
*A unit can Overwatch only once per turn. | *A unit can Overwatch only once per turn. | ||
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*Pile-In is reduced to 3" and is done in Initiative order. | *Pile-In is reduced to 3" and is done in Initiative order. | ||
*Units can elect to auto-fail the Morale Check at the end of combat. | *Units can elect to auto-fail the Morale Check at the end of combat. | ||
* | *Close Combat Weapons have an AP value. For example, Power Swords are "S: as user" AP3, Power Axes are S+1 AP2 but have an Initiative penality, Power Mauls are S+2 AP4... | ||
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*Perils of the Warp ignores Invulnerable Saves. | *Perils of the Warp ignores Invulnerable Saves. | ||
*All units get a 6++ against psychic powers, psykers get a better save. | *All units get a 6++ against psychic powers, psykers get a better save. | ||
*Psychic powers | *Psychic powers now cost Warp Charges. Wait! Don't run for the hills yet! All powers cost either 1 or 2, and every psyker get a number of Charges to spend equal to their Mastery Level. For example, a level 2 psyker can cast either two Charge 1 powers or a single Charge 2 power. | ||
*Powers are divided in 5 disciplines, each with 7 or so powers. | *Powers are divided in 5 disciplines, each with 7 or so powers. | ||
*There are 6 types of powers: Witchfire(Shooting Attack), Focused Witchfire(attack targetting a specific model), Malestrom(area of effect), Nova(enemy-only AOE), Blessing(buff) and Malediction(debuff). | *There are 6 types of powers: Witchfire (Shooting Attack), Focused Witchfire (attack targetting a specific model), Malestrom (area of effect), Nova (enemy-only AOE), Blessing (buff) and Malediction (debuff). | ||
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; '''Miscellaneous''' | ; '''Miscellaneous''' | ||
*All ICs can allocate the Wound on a To Hit roll of 6. | |||
*One IC in your army can be nominated the Warlord. the Warlord gets a special benefit rolled on 1 of 3 available tables. Sample benefits include a 12" bubble of Ld10, Feel No Pain or being Scoring. | *One IC in your army can be nominated the Warlord. the Warlord gets a special benefit rolled on 1 of 3 available tables. Sample benefits include a 12" bubble of Ld10, Feel No Pain or being Scoring. | ||
*Look Out Sir!: Characters have a 50% chance of evading attacks and assigning them to a friendly model within 6". ICs have a 2+ | *Look Out Sir!: Characters and squad leaders have a 50% chance of evading attacks and assigning them to a friendly model within 6". ICs have a 2+ Look out Sir!. | ||
*Monstrous Creatures now can Smash, forfeiting half their attacks to double their Strenght. | *Monstrous Creatures now can Smash, forfeiting half their attacks to double their Strenght. | ||
*Flying Monstrous Creatures can choose to act normally or to take to the skies. | *Flying Monstrous Creatures can choose to act normally or to take to the skies. If they choose the latter they can move 24" with the ability to make Vector Strikes (d3+1 attacks against a unit they passed over), either shoot 2 weapons or run 2d6" and cannot assault or be assaulted. | ||
*Deep Strike Mishap is now more forgiving: 1 You're Dead, 2-3 Misplaced, 4-6 Delayed. | *Deep Strike Mishap is now more forgiving: 1 You're Dead, 2-3 Misplaced, 4-6 Delayed. | ||
*Feel No Pain is 5+ by default. | *Feel No Pain is 5+ by default, but now works against armor-ignoring wounds. | ||
*Preferred Enemy now lets you re-roll all 1s To Hit and To Wound, both Shooting and in Assaults. | |||
*No Retreat is nowhere to be found. | |||
*Still only one level of Istant Death. | *Still only one level of Istant Death. | ||
*Rage now gives +2A on the charge. | *Rage now gives +2A on the charge. | ||
*Night Vision completely igbores Night Fighting. | |||
*Acute Senses let you re-roll to Outflank. | |||
*Fleet allows to re-roll Run distance, maybe even charge distance. | *Fleet allows to re-roll Run distance, maybe even charge distance. | ||
* | *Weapons rules are much more generalized: "Rolls 2d6 on Armour Penetration" is now Armourbane, "Strikes at I1" is Unwieldy etc. | ||
[[Category:Warhammer 40,000]] | [[Category:Warhammer 40,000]] |
Revision as of 02:46, 28 June 2012
Apparently, we'll find out what shit's going down on the 30th. Also, the Ultramarines are now bum-chums with the Tau, according to rumour. FFFFFFFFUUUUUUUUUUU-
IT'S COMING!
A couple of basically confirmed rumors, taken directly from 3++, wich took them from Natfka, wich took them from some rulebook preview. Still take them with a pinch of salt.
- Core System
- Premeasurement a la WHFB.
- Force Organization Chart is still the same, no percentages.
- New FOC slot called Fortifications, lets you buy special terrain to place on the field. Fortifications range from 50pts pieces of 4+ cover to 200+pts big-ass fortresses. GW swears all options already have a kit available.
- Allies are in. Your army can include an allied detachment, with a limit of 1 HQ, 2 Troops,1 Elites, 1 Fast Attack and 1 Heavy Support, with the HQ and one of the troops compulsory. Alliances are classified by a table (best buds,untrusted etc.) but It's unknown if this will bring actual advantages or limitations.
- Turn sequence is the same: Move, Shoot, Assault.
- No new phases. No Psychic Phase, Magic Phase, Blowjob Phase or anything. Nothing of nothing.
- Movement Phase
No changes, move along.
- Shooting Phase
- Most cover got dropped to 5+, but now you only need to hide 25% of the squad to get the save.
- Rapid Fire weapons can fire one shot at full range even if the unit moved.
- Sniper weapons let the owner allocate the Wound if you roll a 6 To Hit.
- New weapon type: Salvo. Can either stay still and fire max shots at max range or move and fire half the shots at half the range.
- Snap Fire: certain weapons can be fired on the move with BS 1. Blast weapons can never Snap Fire.
- You can only kill as many models in a target unit as you can actually see.
- Wound Allocation rules completely changed. No idea how.
- When firing at a unit partially in cover, you can opt to Focus Fire. You can only kill exposed models, but they don't get a Cover Save.
- Casualties are removed from closest to furthest.
- Assault Phase
- Random Charges are in, distance is 2d6".
- Challenges are in, but work only for ICs. So no sacrificing a sergeant to cockblock Abaddon the Despoiler.
- Hammer of Wrath: Bikes, Jump Infantry and MAYBE Walkers get an additional I10 attack when assaulting.
- An assaulted unit can elect to Overwatch: simply Stand and Shoot 40k version. Shots are resolved at BS 1 and cannot cause Morale or Pinning Checks. Templates inflict d3 automatic hits.
- A unit can Overwatch only once per turn.
- A unit assaulting multiple enemy units suffers from multiple Overwatches.
- A unit declaring multiple assaults suffers Disoriented Charge (no bonus attack).
- Pile-In is reduced to 3" and is done in Initiative order.
- Units can elect to auto-fail the Morale Check at the end of combat.
- Close Combat Weapons have an AP value. For example, Power Swords are "S: as user" AP3, Power Axes are S+1 AP2 but have an Initiative penality, Power Mauls are S+2 AP4...
- Vehicles
- Flyers are in, with their own set of rules.
- Vehicles are now limited to move 12", but in the Shooting Phase they can go Flat Out to move a further 6".
- Primary and Defensive weapons are gone. You can fire most of your weapons most of the times, but moving faster will result in less weapons fired at basic BS and more with Snap Fire.
- Fast vehicles can fire more weapons and Flat Out further, Fast Skimmers even more.
- Moving Vehicles count as WS1.
- Skimmers now get Jink, a permanent 5+ cover save, improved to 4+ if they go Flat Out.
- Hull Points are in. They act as a sort of Hit Points for the vehicle. Each Penetrating Hit removes one Hull Point and prompts a roll on the Vehicle Damage Chart, Glancing Hits simply remove the point. a Vehicle out of Hull Points is Wrecked.
- Most vehicles have 3 HP, Land Raiders and Monoliths have 4, Flyers have 2.
- New Vehicle Damage Chart: 1-2 Shaken, 3 Stunned, 4 Weapon Destroyed, 5 Immobilized, 6 Explodes!. As said above, only Penetrating Hits roll.
- AP2 weapons get +1 on Chart rolls, AP1 get +2, AP - is no longer -1.
- No more "half strenght if the center hole is off".
- Passengers can only disembark if the vehicle moved 6" or less.
- Passengers count as moving if the vehicle moved 6" or less, if it moved more they can only Snap Fire.
- Psychic Powers
- NO PSYCHIC PHASE.
- Psychic powers are cast just like in 5th ed.
- Perils of the Warp ignores Invulnerable Saves.
- All units get a 6++ against psychic powers, psykers get a better save.
- Psychic powers now cost Warp Charges. Wait! Don't run for the hills yet! All powers cost either 1 or 2, and every psyker get a number of Charges to spend equal to their Mastery Level. For example, a level 2 psyker can cast either two Charge 1 powers or a single Charge 2 power.
- Powers are divided in 5 disciplines, each with 7 or so powers.
- There are 6 types of powers: Witchfire (Shooting Attack), Focused Witchfire (attack targetting a specific model), Malestrom (area of effect), Nova (enemy-only AOE), Blessing (buff) and Malediction (debuff).
- Missions
- Seizing Initiative and rolling for deployment are the same as 5th ed.
- 3 types of Deployment and 6 different Missions, with both Primary and Secondary objectives.
- Primary Objctives are your main goals and award a certain amount of Victory Points. Secondary Objectives are small things (scoring the first Kill Point, getting a unit in the enemy deployment zone) that award a single Victory Point.
- Miscellaneous
- All ICs can allocate the Wound on a To Hit roll of 6.
- One IC in your army can be nominated the Warlord. the Warlord gets a special benefit rolled on 1 of 3 available tables. Sample benefits include a 12" bubble of Ld10, Feel No Pain or being Scoring.
- Look Out Sir!: Characters and squad leaders have a 50% chance of evading attacks and assigning them to a friendly model within 6". ICs have a 2+ Look out Sir!.
- Monstrous Creatures now can Smash, forfeiting half their attacks to double their Strenght.
- Flying Monstrous Creatures can choose to act normally or to take to the skies. If they choose the latter they can move 24" with the ability to make Vector Strikes (d3+1 attacks against a unit they passed over), either shoot 2 weapons or run 2d6" and cannot assault or be assaulted.
- Deep Strike Mishap is now more forgiving: 1 You're Dead, 2-3 Misplaced, 4-6 Delayed.
- Feel No Pain is 5+ by default, but now works against armor-ignoring wounds.
- Preferred Enemy now lets you re-roll all 1s To Hit and To Wound, both Shooting and in Assaults.
- No Retreat is nowhere to be found.
- Still only one level of Istant Death.
- Rage now gives +2A on the charge.
- Night Vision completely igbores Night Fighting.
- Acute Senses let you re-roll to Outflank.
- Fleet allows to re-roll Run distance, maybe even charge distance.
- Weapons rules are much more generalized: "Rolls 2d6 on Armour Penetration" is now Armourbane, "Strikes at I1" is Unwieldy etc.