Warhammer 40,000 6th edition

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File:40K 6th rulebook.jpg
The fact that the Space Marines are on the cover is no surprise. The fact that it's the Dark Angels instead of the Ultramarines is.

Basically Fantasyhammer 40,000.

Wards Ultra cross Tau isn't fluff (yet). And the Emperor is still alive.

Matt Ward did, however, manage to sneak his ugly mug into the first few pages of the book (god dammit), giving us that cursed endless smile on the "Playing a Game" page (which are, ironically, Blood Angels versus Necrons).

Crunch Updates

Game
  • You may pre-measure to move and shoot. (p 12)
  • Snap Shots- Heavy weapons that are not blast or template may shoot after moving at BS 1. (p 12)
  • Wound allocation- Wounds are allocated against the closest model to the attacking unit. (p 15)
  • If there are 6 units that have the same save which would receive the first allocations, before a model with a different save, roll up to that many dice and remove the failures. Repeat until the buffer of same-saves is depleted, then change the save and roll individually. (p 16)
  • Any model from any codex may use the "Look out, Sir!" rule. A 4+ is a success.(p 16)
  • If a model is 25% obscured from the point of view of one model in the firing unit, it receives a cover save.(p 18)
  • Area terrain grants 5+ cover instead of 4+. (p 18)
  • If a target unit is in partial cover (some models take cover saves, some do not), you may declare focus fire. Declare you wish to focus fire before rolling to hit. Then declare a cover save amount (from 2+ to 6+, or no cover save at all). Wounds will only be allocated to models that have that cover save or worse. Go to ground does not alter which models may take wounds. You can not hurt any model whose cover save is better than the value you declared. (p 18-19)
  • After declaring an assault, the unit being charged may take an "overwatch" shot at the charging unit. This shooting is a snap shot, and follows all rules for those. Overwatch may not cause pinning or morale checks. Blast weapons may not participate, templates get d3 auto hits. (p 21)
  • Assault range is now 2d6, not 6 inches. (p 21)
  • When the initiative step is complete, all models at that initiative make their pile in. (p 23)
  • Pile in moves are 3". (p 23)
  • "Look out, sir!" also works in assault. (p 26)
  • If a unit's weapons cannot damage the unit it is in combat with, it may choose to auto-fail its morale check at the end of the combat. (p 26)
  • Multi-assault negates +1A charge bonus. (p 27)
Universal Special Rules
  • Armorbane- Melee weapons with this USR rolls 2d6 to pen vehicles.
  • Blind- Shooting USR, target takes an initiative test, if failed, WS+BS 1 until the end of their next turn.
  • Brotherhood of Psykers- Resolve Perils of the Warp against the character if he is alive/exists, or if not against a model in the unit if he is not. Use the character's LD if he is alive/exists, or the unit's if he is not.
  • Bulky- Counts as 2 models in transports.
  • Very Bulky- Counts as 3 models in transports.
  • Extremely Bulky- Counts as 5 (0_0) models in transports.
  • Crusader- If one model in a squad has this rule, roll an extra d6 for run, and take the highest. Add d3 to sweeping advances total.
  • Daemon- 5+invuln.
  • Fear- In combat, before any blows are struck, the unit without this rule takes a leadership test. If it fails, it is reduced to WS 1 for the remainder of that assault phase.
  • Feel No Pain- 5+ instead of 4+. Only instant death ignores it (ie power weapons do not).
  • Fleet- no longer allows you to run and assault, only increases your run distance. Waaagh!ing now completely fucking pointless.
  • Fleshbane- always wounds on a 2+ against non-vehicles.
  • Force weapon- Works the same way, but you expend one warp charge to use it. This means more potent psykers can use their force weapon and cast a power.
  • Furious Charge- +1S on the charge.
  • Gets Hot- Rolls to hit of 1 cause a wound. Vehicles take a 4+ save against it. Infantry take their armor or invulnerable save. Weapons that do not roll to hit (ie blast weapons), instead roll a d6 first, and suffer on a roll of 1.
  • Hammer of Wrath- Units with this USR get 1 auto hit when they charge into combat, at AP-, the model's unmodified S, and I10.
  • Hatred[_______] - In the first round of combat against the named foe, re-roll to hit.
  • Ignores cover- Self Explanatory.
  • Instant Death- Unsaved wounds by this weapon caused instant death regardless of victim's Toughness.
  • Interceptor- At the end of the enemy movement phase, this gun may be fired at any unit that arrived from reserve, and is within Line of Sight and range, instead of firing during the next turn of the player who owns it.
  • It will not die- If the model has less that its full wounds or hull points, roll a d6. on a 5+ that model regains a wound or hull point.
  • Jink- 5+ cover save if the unit moved, 4+ if it moved flat out or turbo-boosted.
  • Missile-Lock- d6 scatter instead of 2d6.
  • Monster Hunter- A unit containing one or more model with this USR rerolls failed to-wounds against Monstrous creatures and Flying Monstrous creatures.
  • Night Vision- Ignores night fighting.
  • Rage- now a good thing for some reason. Gives +1A on the charge in Assault, but doesn't make you move towards the nearest enemy.

(This list is not yet complete)

Rumors!

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. All Codices have been faq'd to hell to prevent certain special character rules from affecting other codices. (IE: Guard orders only work on guard)
  • 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. Wounds are taken from the closest unit, no more units with just a SGT and 3 meltas left.
  • 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.


Assault Phase
  • Random Charges are in, distance is 2d6".
  • Challenges are in.
  • 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 with the exception of land raiders (spiky, and non spiky), soul grinders, and defilers which have 4, and some light Chileans which have 2
  • 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 strength 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.
  • Tanks can get hot.
  • stormravens, valkyries and vendettas are now flyers, enjoy not killing them
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), Maelstrom (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 Objectives 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 to-hit rolls of 6 by characters are "Precision Shots," which their controlling player allocates.
  • One IC in your army is 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 Instant Death.
  • Rage now gives +2A on the charge.
  • Night Vision completely ignores 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.
  • you can buy bastions/buildings, these can give you cover saves ect, as well as special rules, like the Aegis defence line can buy a quad gun with skyfire (you can hit flyers at normal bs) for 75pts
  • Warlord traits, the unit you elected as your Warlord rolls from one of 3 tables (strategic, personal or command, these give the warlord a personal bonus or an army-wide bonus depending on your roll)
  • Armor and invulnerable saves work against dangerous terrain. (Guess Ward didn't like rolling 1s with his GK termies)