biraz kural....
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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
Feel no pain in 6th is ignore any wound on a 5+ which isn't instant death. This suggests they can ignore power weapons, monstrous creatures and anything which is AP2 or AP1.
Monstrous creatures can do a vector strike when flying 24", this is D3+1 attacks using the model's strength. Unknown how this works against vehicles.
Skyfire rule allows something to fire at a flyer at normal BS rather than BS1, this suggests if you fire at a flyer you will be BS1 (may depend on vehicles speed)
Aegis defence line is 85 points this includes the icarus lascannon. Unknown how long the line is. A bastion is also available, a quad cannon was taken.
Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.
Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.
Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.
Ruins are difficult terrain and a 4+ cover save.
Wild undergrowth is a 5+ cover save and difficult terrain.
Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.
Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.
Impact craters are a 5+ cover save if the unit is within it's boundaries.
Psykers can mix and match the new Psychic Disciplines, using the ones in their codex or by using the ones in the new rulebook, the example given is if space marine army had 2 librarians one could take codex powers and the other could take rulebook powers.
Do have some more snippets from random boxes and stuff...
HQ's can challenge in single combat,
Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,
Rage is +2 attacks on the charge
Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,
Land Speeders get Jink for a +5 cover save or 4+ if flat out,
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,
Snipers can select targets if they roll a 6 to hit,
Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),
Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)
Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.
Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.
Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta
Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.
Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit)
d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect.
3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect.
5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)
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Two battle reports one involving the flyers and the other is Imperial Guard/Grey Knights vs Chaos Space Marines/Daemons. I'm looking forward to reading this as it showcases the much rumoured allies. The game is 2500pts with around 1750 spent on the main armies and 750pts spent on allies. Interesting things I've noticed are that allies use a small foc and it appears that fortifications are purchased with the ally points allocation, a bastion with quad laser is 125pts.
There is an article giving brief details of what psychic disciplines each army can take and how many powers their psykers can take. Powers from codices are still usable but unfotunately you can't mix and match, you either take codex powers or use new powers. Most psykers can take 1 or 2 powers, extremely powerful psykers can take 3, Eldrad can take 4!
The main batrep keeps score with Victory Points so it looks like Killpoints are a thing of the past, looks like my 60pt Dire Avenger squad will no longer be worth as many points as a fucking Land Raider...Yay
There is a large 8 page article giving an overview to the main rule changes, I haven't had chance to read this yet.
Objectives give different amounts of victory points depending on whether they are a primary or secondary objective.
Battle scenarios have primary and secondary missions.
Before the game you nominate a HQ as your 'Warlord', this model then gets to roll on one of three warlord trait tables, these are - Command, Personal and Strategic.
Hammer of Wrath - Allows Jump Troops to use their mass to deal damage as they land on their enemies.
Overwatch - Allows a free round of shooting if charged by an enemy but with bs1.
Missions - There seems to be a main mission table that you roll for and then the scenario has seconday missions. Different missions have effects on the game such as making fast attack choices scoring - Is this GW's way of stopping spam?
Warlord Trait - Command traits has Inspiring Presence which means units within 12" of your warlord can use their leadership.
Warlord Trait - Personal traits has Immovable Object which means the warlord can capture objectives.
New Rule - Interceptor, this gives the ability to shoot at units as they arrive from reserve.
New Rule - Skyfire, this allows the unit to fire at flyers at the models bs instead of bs1.
Sqns - Models in a sqn do not block each others los.
Mysterious Terrain - Archeotech Artefact, when this is discovered every psyker on the board suffers D3 S3 AP2 hits.
New Deployment - Hammer and Anvil, game is played along the long edge of the table (No more putting people by the radiator for Mercer!)
Secondary Mission - First Blood, first to kill an enemy unit gains a victory point.
New Rule - Flyers always arrive from reserve.
Flyers have to engage hover mode to allow units to disembark. While hovering flyers are counted as a fast skimmer.
New Rule - Multiple Assault, you can charge seperate units but you lose the +1 attack for charging (Fire Dragons say hello to static gunlines!).
If a flyer is shot down units on board take a S10 hit.
New Rule - Overwatch, when a squad is charged they can fire at the assaulting unit but they fire at bs1.
Rule Change - Fleet allows you to re-roll the 2d6 charge roll.
Terrain - Imperial Statues, armies of the imperium within 2" of an imperial statue are fearless.
Terrain - Fuel Tanks, grant a 5+ cover save, every time the fuel tank grants a cover save roll a D6, on a 1 the fuel tank explodes causing a S3 hit.
Terrain - Impact Craters, these grant a 5+ cover save.
Overwatch - Flamers cause D3 automatic hits when firing on overwatch.
New Rule - Snapfire, when stunned Dreadnoughts (possibly all walkers/vehicles) can snapfire at bs1.
New Rule - Ongoing Reserves, flyers can leave the board and be placed back in reserve, they then roll their reserve roll as normal.
Flyers - If a flyer is destroyed the wreckage can land on top of units and cause damage.
And that my friends is that, White Dwarf has been an interesting, if a little vague, read this month. It has done its job in getting me hyped for 6th