-Rulebooks are said to have arrived and are in warehouses now worldwide.-Retailers will receive their merchandise on July 5th, with a public streetdate of Saturday July 7th.The only question is exactly what date the price codes and pre-orders go up, but it will sometime in the second half of June. If Games Workshop sticks with their standard "10 day notice" , it would place the 6th Edition advanced orders on June 27th.
Warhammer 40,000: Rulebook, £45 There is no time for peace. No respite. No forgiveness. There is only WAR. In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind. Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars... The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 440 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.Warhammer 40,000: Psychic Powers, £8 One of the many exciting features of Warhammer 40,000 is Psychic devastation, where Psykers wreak havoc on the battlefield. Psychic Powers is the complete set of Psychic cards, which be used in conjunction with Psychic Disciplines. They make a great accessory to your tabletop games. This set contains 35 large-format cards and come stored in a plastic fan-opening case, which bears the Aquila. There are 7 cards for each Psychic Discipline, each of which is represented by distinct artwork. There is also an instruction leaflet that classifies which powers can be used by the main Psykers in the Warhammer 40,000 universe.Extras There are also "Munitorum Templates" (£12, designed with a metal effect look), "Munitorum Tape Measure" (£10, looking like a Servoskull) and "Munitorum Dice" (£10, while stocks last).
"Munitorum Tape Measure" (£10, looking like a Servoskull)
Quick update, stores will probably not have a copy of the book at the 23rd. Minigames which demonstrate biggest rulechanges will be available, so you can experience them. No drooling over the book, though.
Cover Saves are 5+ for most terrain, Ruins are 4+ Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6 Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go. Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire... Vehicles cannot contest (unsure if scoring units in transports can 6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.) Troops are the only ones that can score (including of course 'scoring units') Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy) Percentages are *not* in Wound Allocation is closest to furthest. Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules Black Templars vow, accept any challenge only gives Preferred Enemy in combat Preferred Enemy: Reroll hits in CC & Shooting AND Rerolls 1 to wound in addition to current rules for Preferred Enemy Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains. Jump Infantry get a free strike at I10 when they charge into combat Psychic Power Decks using a dice system similar to Fantasy. Flyers are in. FNP drops to 5+ Save. The Pancake rule set is mainly wrong, but there is a lot of stuff that made it into the final product. Expect FW to put out a book of there flyers but with added 6th Ed goodness. Eldar Flyer, Void Raven and Tau I believe are in the same wave.
Hullpoints: The previous rumors are true. Vehicles move to the new hullpoints system that will eventually kill them after receiving a number of critical chart rolls. Look for 3+ Hullpoints on most vehicles.Allies are IN: As had been suspected, a new army chart will report the level of cooperation various armies can have. This will not allow cherrypicking of valuable units from another codex, but instead the ability to integrate a second FOC chart into you army from the selected ally. How deep you can develop this second tree (beyond the mandatory HQ and 2 troops) is determined by what level of cooperation the armies have on the chart.Fortifications: The truth exceeds the mission based rumors. Look to find a new "Fortification Slot" on the FOC that all armies can access and use in standard army construction. Surprise, surprise, the common choices available happen to have existin Games Workshop kits already available.Close Combat Weapon AP Values: This is true, and look for a full chart listing all the common CC Weapons in the game and where they land from AP1 all the way down to AP-
Akmaya devam ediyor. Ama artık biraz daha net! AlıntıHullpoints: The previous rumors are true. Vehicles move to the new hullpoints system that will eventually kill them after receiving a number of critical chart rolls. Look for 3+ Hullpoints on most vehicles.Allies are IN: As had been suspected, a new army chart will report the level of cooperation various armies can have. This will not allow cherrypicking of valuable units from another codex, but instead the ability to integrate a second FOC chart into you army from the selected ally. How deep you can develop this second tree (beyond the mandatory HQ and 2 troops) is determined by what level of cooperation the armies have on the chart.Fortifications: The truth exceeds the mission based rumors. Look to find a new "Fortification Slot" on the FOC that all armies can access and use in standard army construction. Surprise, surprise, the common choices available happen to have existin Games Workshop kits already available.Close Combat Weapon AP Values: This is true, and look for a full chart listing all the common CC Weapons in the game and where they land from AP1 all the way down to AP-Bu hullpoint olayını çok merak ediyorum. 5+ patlama hikayesinden daha iyi olabilir. Zannetmiyorum ama gene de, umarım piyadenin gücünü daha da azaltmaz. Herkes bu taşıyıcılardan sıkıldı malum.