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Post by Servo on Jul 12, 2012 18:21:26 GMT -5
WEAPONS- Close combat weapons now have a weapon profile like ranged weapons and are referred to as "Melee" weapons.
- Pistols: If a model carries 2 pistols, he can fire both at full effect.
- Rapid Fire Weapons: Fire twice at half range or once at full range always, not just if you don't move.
- Salvo: Profile lists 2 numbers for shots. Can move and fire with 1st number of shots at half range, or stand and fire at full range with 2nd number of shots.
- Templates: Cannot fire Snap Shots, but can fire Overwatch with D3 auto hits.
- Power Fists, Power Klaws, Chain Fists, Thunder Hammers, and Dreadnought Close Combat Weapons are all AP2, in addition to their old rules.
- Power Sword: AP3.
- Power Axe: +1S, AP2, Unwieldy.
- Power Stave (includes Crozius Arcanum): +2S, AP4, Concussive.
- Power Lance: +1S, AP3 on charge; AP4 all other times.
- Force Sword: AP3; Instant Death if a Psychic Test is passed.
- Force Axe: +1S, AP2, Unwieldy; Instant Death if a Psychic Test is passed.
- Force Stave: +2S, AP4, Concussive; Instant Death if a Psychic Test is passed.
- Witchblades: Armourbane, Fleshbane.
- Grenades can be thrown 8" in the Shooting Phase as an Assault 1 weapon, but only 1 grenade per unit can be thrown.
- Assault Grenades: S3, Blast; no Initiative penalty when charging through Cover.
- Plasma Grenades: S4, AP4, Blast; no Initiative penalty when charging through Cover; can be used against Vehicles and Monstrous Vehicles in Assault Phase.
- Defensive Grenades: Cannot be thrown; grants Stealth against Shooting attacks made from under 8" away; enemy models do not gain +1A for charging.
- Haywire Grenades: S2, Haywire; in Assault can only be used against Vehicles.
- Krak Grenades: S6, AP4; can be used against Vehicles and Monstrous Vehicles in Assault Phase.
- Melta Bombs: Cannot be thrown; S8, AP1, Armourbane; Unwieldy.
Rapid Fire is one of the biggest changes this edition. Kabalites shooting at 24" on the move... this will be scary. Eldar Guardians really need to switch their Shuriken Catapults to Rapid Fire in their next Codex. I like Power Weapons and Force Weapons having different stats for if they are sword/axe/etc. I will have to comb through my units and see if they are modelled in the best way. Grenades being thrown again REALLY takes me back to 2nd edition. I want Anti-Plant Grenades back!
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Post by Servo on Jul 12, 2012 21:50:09 GMT -5
CHARACTERS"Characters" now includes Squad Leaders in addition to Independent Characters and Special/Unique Characters, and all follow the rules listed.- Precision Shots: Roll of 6 To Hit in Shooting Phase means the Character can allocate the Wound to any model in the unit shot at, including models with special weaponry.
- Precision Strikes: Roll of 6 To Hit in Assault Phase means the Character can allocate the Wound to any model in the unit he is fighting, including models with special weaponry.
- Challenges: During Assault Phase one of your Characters can issue a Challenge to the unit he is fighting.
- If refused, you nominate 1 enemy Character and they cannot fight at all this turn.
- If accepted the enemy chooses which Character in the unit will fight.
- The 2 Characters in the Challenge will only strike blows against each other, and no one else can hit them either.
- Moral Support: If 1 Character is alone in the combat, the other Character gets 1 reroll during the round for each model on his side in the combat who cannot fight.
- Glorious Intervention: In 2nd and subsequent rounds of combat for a Challenge, a different Character can take an Initiative test to take the place of the friendly Character in the Challenge.
I think Moral Support is funny, and will make it harder for Daemon Princes and Hive Tyrants to jump into a combat and Challenge right away so he can kill a character without the rest of his squad getting to fight.
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Post by Sil Odan on Jul 13, 2012 7:38:07 GMT -5
Beasts are going to be a pain. No where to hide from Scarabs now. Says you. I'm building a Flame Suit to burn those suckers if they get close. I dares them.
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Post by Servo on Jul 13, 2012 8:55:18 GMT -5
Beasts are going to be a pain. No where to hide from Scarabs now. Says you. I'm building a Flame Suit to burn those suckers if they get close. I dares them.A suit to make you more "flaming"... does that technology even exist?
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Post by Sil Odan on Jul 16, 2012 8:31:36 GMT -5
Says you. I'm building a Flame Suit to burn those suckers if they get close. I dares them. A suit to make you more "flaming"... does that technology even exist? It's not really technology...it's just a suit covered in pictures of you.
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Post by Servo on Jul 24, 2012 1:15:44 GMT -5
PSYKERSPsykers now have a Mastery Level. This is a number between 1-4, and that number usually denotes how many powers the Psyker can use in a turn. Every turn a Psyker generates "Warp Charge" points equal to their Mastery Level, and these points are used to generate a power. Some powers use more than 1 point. - Deny the Witch: Any unit targeted by a psychic power can attempt to nullify the power on a D6 roll (6+ standard; +1 to the roll if any Psykers in target unit; +2 to the roll if any Psykers in unit with higher Mastery Level).
- Psychic Hood: Allows the Psyker to attempt to nullify any power targeted at a unit within 6".
- Psychic Power Types:
- Blessing: Start of Movement Phase; grant abilities to friendly units.
- Conjuration: Start of Movement Phase; Deep Strikes a unit.
- Malediction: Start of Movement Phase; weaken enemy units.
- Witchfire: Shooting Phase; multiple sub-types:
- Beam: Draw a straight line from Psyker; every model under line is hit; closest model is hit at full Strength, next closest the Strength is reduced by 1, and so on until the Strength is reduced to 0.
- Focussed Witchfire: If Psychic Test roll is 5+ the Psyker can choose which model in unit is hit.
- Maelstrom: All enemy and friendly units in range are hit.
- Nova: All enemy units in range are hit.
PSYCHIC DISCIPLINESPsychic powers are now generated randomly from a table of powers. Each table has 7 powers: you roll a D6 to determine which 1 of 6 powers you get for the game, then you can decide if you want to trade it for the 7th default power called the "Primaris Power". There are 5 tables (or "Disciplines") in the Rulebook: Biomancy, Divination, Pyromancy, Telekinesis, Telepathy. Supposedly, future Codexes will tell you which Discipline(s) your Psycher knows from the Rulebook and/or a race-specific Discipline will be in the Codex. Current Codexes are still valid, and your Psykers still know whatever powers are listed in the Codex. There is some discussion on whether a Psyker from a current Codex only knows his Codex-specific powers, or he can chosse his Codex powers or to roll on a Psychic Discipline. I feel like Psykers just became weaker. Any unit can nullify, you cannot choose your powers, and my Psychic Hood is weaker now. However, I think this is because some of these new powers are VERY tough.
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Post by Sil Odan on Jul 24, 2012 8:17:36 GMT -5
The posts I saw for Ork psychic powers indicated they couldn't take powers from any of the listed disciplines; I imagine they will operate nearly identical as they do now considering the randomisation of all psychic powers. Which personally, I think sucks greasy, greasy donkey balls. Why would I want to pay the points to take a character that has the potential to suck? When I put together an army list, I want to KNOW what my guy is capable of, not HOPE he might be capable.
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Post by Servo on Jul 24, 2012 21:01:04 GMT -5
VEHICLES- Hull Points: Every vehicle now has Hull Points (listed in Appendix of Rulebook for existing Codexes). You lose a Hull Point every time you roll on the Vehicle Damage Chart (glance or penetrate); when you are down to 0 Hull Points the Vehicle is automatically wrecked.
- Stationary vehicles can fire all weapons; vehicle moving up to 6" can fire 1 weapon as normal and all other weapons as Snap Shots; vehicle moving up to 12" can only fire Snap Shots.
- Flat Out: All vehicles can move 6" in Shooting Phase instead of shooting.
- Blast markers are always resolved at full Strength; not full Strength if the hole is over the vehicle and half Strength if only part of the Blast marker is over the vehicle like it is in 5th Edition.
- Vehicle Damage Table:
- 1-2: Crew Shaken
- 3: Crew Stunned
- 4: Weapon Destroyed
- 5: Immobilised
- 6: Explodes - Vehicle is removed; all models within D6" take a S3, AP- hit; crater is size of Vehicle, not size of blast.
- Glancing Hits deduct a Hull Point; no roll on table.
- Penetrating Hits deduct a Hull Point and roll on the table.
- Damage Chart Modifiers: AP2 weapons add +1; AP1 weapons add +2.
- Wrecked Vehicles: 5+ cover, Difficult and Dangerous Terrain.
- Vehicles are Obscured/Hull-Down if 25% of the vehicle is behind cover rather than 50% in 5th Edition.
- Units cannot charge a Vehicle it is incapable of hurting.
- All Vehicles except for Walkers are WS1 if they moved and WS0 if they did not move.
- For Combat Results, each Glancing Hit againsta Vehicle counts as 1 Wound and each Penetrating Hit counts as 2 Wounds.
- Vehicles in Squadrons can individually move Flat Out, as long as they are in squad coherency.
- Shooting and Assault hits at Vehicles in Squadrons are allocated to closest model.
- Vehicle in a Squadron can abandon Immobilised Vehicles, and they are not destroyed.
- Units in Transports are Fearless.
- Units in Transports can shoot at different targets than the Transport.
- Units in Transports can only fire Snap Shots if moving over 6", and not at all if moving over 12".
- Units may disembark from a Transport only if the Transport moved 6" or less.
- Units disembarking from a Transport get a normal move from the Access Point, not 2" disembark AND a normal move like in 5th Edition.
- Units disembarking from a Transport may NOT assault that turn.
- If a Transport is assaulted, an embarked unit may fire Overwatch.
I am not sure how I feel about Hull Points. I may be glad to finally see vehicles wrecked instead of Immobilized 4 times due to bad rolling, but it will suck when my vehicle is wrecked from a 3 Crew Stunned rolls. 25% to be obscured!?! You have to be kidding! GW will do anything to sell more vehicle kits.
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Post by Sil Odan on Jul 25, 2012 7:46:26 GMT -5
I understand that in the future, battles are going to be fought more with guns than swords, so the move to make 40k more shooty seems appropriate. But it appears they are not only making it more shooty, they are purposefully making it less of an assault game. Orks are by no means a shooty army; assault is where they shine and GW is trying to take that away from us! Grrrrrrrrrrrrrrrrrrrrrrrr!!!
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Post by ghostwheel11 on Jul 25, 2012 22:54:40 GMT -5
easy there erin brockovich...
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Post by Servo on Jul 26, 2012 16:57:44 GMT -5
... brORKovich...
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Post by Sil Odan on Jul 27, 2012 7:42:05 GMT -5
Uh...who?
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Post by JohnnyDangerous on Aug 1, 2012 1:35:33 GMT -5
I might be looking at the vehicle rules a bit differently than the rest of you, well because I use them a lot... but I don't feel like anything 6th has done has increased the value of them as a whole. Sure flyers get some silly stuff and sure they can "hide" a bit better, but overall... I'm feeling a nerf...
The reason vehicles were so good, as I used in nearly every game, was that you could drive right up to your opponent, sit through a hail of fire and then exit the following turn( unscathed) and assault!! In 6th no way, unless your open topped(cough *orks* cough *dark eldar* ) or riding in a land raider or storm raven... it's a pretty big nerf...
This is also not to mention why the rhino was so awesome in the first place... take a million glancing hits... hope for shaken (which happened far too often) and deliver your payload for assault.... Mech-dar worked well under this system perfectly... fly 24"-36"(gaining a cover save for the fast movement btw, sitting a turn of opponents shooting and then releasing banshees or scorpions the next turn...
Not being able to assault from non assault vehicles upon disembark is huge!!! It upon itself cripples strong 5th strategies... yes they can get close... but that extra turn of shooting... might just make a difference to the opponent...
This is not to in any way take away from the hull point issue... that tank or skimmer which weathered tons of glancing hits.... it's now dead... oh and I didn't check but fast moving skimmers crashing is probably really bad for its occupant... effectively transports have an expiration date... it's about the second or third turn...
lastly... templates are full damage! vindicators are going to have a field day with this against enemy armour... Especially with fast vindi's from BA.... considering the large template minus your ballistic skill still puts that pie-plate over your junk... One of the awesome things for vehicles (not including the land raider as it is wide) is that templates often scatter... It was some sort of miracle to hit a Raider with the small template of the fire prism... Now all of those half strength shots mean business!
Overall, vehicles in my opinion are nerfed. To be fair, they were way overpowered in the 5th meta... To me enough glancings should f-up a vehicle to a degree of which it should be a hunk of slag... I mean the imperium still prays machines back to working order for f's sake!!! As much as I really like my tanks... they really shouldn't be so silly strong... especially for the points... trukks and open topped battle wagons... well they are a serious threat... but they should be...
I am actually surprised by gw's move on this... vehicle models are expensive... nerf them enough(as 6th has) and people might figure out foot models of existing mech armies... maybe they are still pushing Orks, it requires a big force afterall.(no wazzdakka that wasn't a Freudian slip)
For certain vehicles yes, I see advantage, mostly flyers... but overall I would think the 6th poses the question:"are transports needed?"
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Post by Sil Odan on Aug 1, 2012 16:07:59 GMT -5
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Post by Servo on Aug 7, 2012 18:43:29 GMT -5
VEHICLE TYPES- Flyers: New vehicle type; always start in reserve; must Zoom or Hover; has access to Missiles and Bombs
- Zoom: Combat Speed of 18"; Cruising Speed of 36"; cannot move under 18" or it is Wrecked; can only pivot up to 90 degrees; cannot Tank Shock or Ram or be Tank Shocked or Rammed; can fire up to 4 weapons at full BS if moved at Combat or Cruising Speed; shooting at Zooming Flyer can only be Snap Shot; moves Flat Out at 12" to 24"; can Jink, but then only can fire Snap Shots; cannot be assaulted; if Immobilised the Flyer has Locked Velocity and cannot change its speed for rest of game; If Wrecked or Explodes scatter large blast marker 2D6", anything under gets S6, AP- hit, and transported model takes S10, no armour save hit; Skyfire
- Hover: Treated exacrly like a Fast Skimmer.
- Missiles: Maximum of 2 can be fired per turn.
- Bombs: Can only be used if Zooming; 1 shot during Movement Phase; counts towards total shots in Shooting Phase; scatters D6"; cannot move Flat Out.
- Chariots: New vehicle type; turns a vehicle into a fighting platform for a character; if a Skimmer it can make a Sweep Attack; is allowed to Assault but cannot be locked in combat; Character cannot issue or accept Challenges; +1 to Armor Save; Fearless; Hammer of Wrath but with D6 attacks instead of 1 at S6, AP-.
- Sweep Attack: Hits any unit passed over during Movement Phase; inflicts full number of hits; Combat Speed hits on 3+; Cruising Speed hits on 4+; resolved against rear armor of vehicles; no Cover Saves allowed.
- Open-Topped: +1 modifier to Vehicle Damage chart; Assault Vehicle.
- Heavy Vehicle: New vehicle type (although they had the forethought to give it to the Necron Monolith); can never move over Combat Speed; cannot move Flat Out; always counts as stationary when Shooting.
- Fast Vehicles: Moves Flat Out up to 12"; may fire all weapons at Combat Speed; may fire up to 2 weapons at Cruising Speed.
- Skimmers: Jink; Fast Skimmers move Flat Out up to 18".
- Walkers: Can fire Overwatch.
- Tanks: Ramming must be done at Cruising Speed.
I think Locked Velocity is funny, I will try to do that a lot. It is weird that they did not list the +1 modifier for Open-Topped in the Vehicle Damage section. We will all have to remember.
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