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Leaks - release date, changes etc.

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1 Leaks - release date, changes etc. la data de Mier Iun 20, 2012 1:58 am


Furacios Biban

Ultima editare efectuata de catre sataniel in Lun Iul 09, 2012 9:11 am, editata de 1 ori (Motiv : Hari e un troll.)

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2 Re: Leaks - release date, changes etc. la data de Mier Iun 20, 2012 10:11 am


Furacios de blugi
Las' ma ca oricum mai avem numai 3 zile si o sa fie oficial totu'.
Ce, n-ai niste examene pt. care sa-ti faci griji? Razz

Edit: Si daca chiar vrei ultimele info-uri ia dacilea:

Breaking NEWS! Read all about it!

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3 Re: Leaks - release date, changes etc. la data de Mier Iun 20, 2012 2:19 pm


Furacios de Gin
Io n-am cont de BoLS bounce

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4 Re: Leaks - release date, changes etc. la data de Mier Iun 20, 2012 3:02 pm


Furacios de blugi
Kelvon a scris:Io n-am cont de BoLS bounce

Incearca aici : incercarea moarte n-are!

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5 Re: Leaks - release date, changes etc. la data de Mier Iun 20, 2012 8:37 pm


Furacios de Gin
Am vazut. So, totusi, what's the deal cu "magiile" alea?

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6 Re: Leaks - release date, changes etc. la data de Mier Iun 20, 2012 9:43 pm


Furacios de blugi
Kelvon a scris:Am vazut. So, totusi, what's the deal cu "magiile" alea?

Dunno fer sure. Se pare ca vor sa introduca ceva de genul lores of magic din fantasy pe care psykerii le pot alege in plus sau in locul puterilor din fiecare codex. Unele rase/factiuni vor avea acces, altele ca si tau sau necrons, nu.

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7 Re: Leaks - release date, changes etc. la data de Joi Iun 21, 2012 12:13 pm


Furacios de Gin

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8 Re: Leaks - release date, changes etc. la data de Joi Iun 21, 2012 1:17 pm



Tick Tock, the rumors just keep on coming down like summer rain. Here's the latest:

Hot on the heels of yesterday's rumor-drop come today's tasty morsels:

via Faeit 212 (visit for even more stuff)

New Rules
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.

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, Soulgrinder, Ghost Arks and Land Raiders have 4,

Land Speeders get Jink for a +5 cover save or 4+ if flat out,

Snipers can select targets if they roll a 6 to hit,

Flying Monstrous creatures can swoop 24" and perform a Vector Strike which is D3+1 hits at it's strength on a unit it flies over.

Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength.

Fortifications & Terrain
Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.

Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.

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.

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9 Re: Leaks - release date, changes etc. la data de Joi Iun 21, 2012 8:46 pm


From Horus Heresy Online from a guy who got an early copy of WD (he's still posting stuff as he reads right now):http://www.heresy-online.net/forums/showthread.php?t=112303&page=38

Forging a Narrative
In 40k there's nothing more important than being able to tell a story as you play, or as we've called it in the rulebook, Forging a Narrative. With that in mind, there are a number of rules to accommodate how individual models can make a difference to the battle without bogging the game down. Some of these rules are quite subtle, such as characters being able to pick out individual targets; others are more obvious and integral to the game, like challenging your opponent to a duel.

Have you ever imagined how cool it would be to bring down a Monstrous Creature by throwing a krak grenade into its mouth? Well, you can! Have you ever wanted your army's commander to call out a rival and engage him in a duel to the death so that you may settle a grudge from a previous encounter? You can do that too!
There are a number of special rules that have been included entirely for the cinematic imagery that they bring to the tabletop.
The Hammer of Wrath special rule, for example, allows jump units to leap into combat and crush their foes beneath their armoured bulk as they hurtle down from above.
Similarly, Flying Monstrous Creatures can deliver a deadly Vector Strike as they swoop over their enemies, tearing heads from shoulders with taloned limbs as they do so.
Even a unit's desperate actions as charging enemies bear down on them is represented by the ability to make an Overwatch attack - a free round of shooting, but at Ballistic Skill 1.

Allies & Fortifications
We expanded the Force Organistation Chart to allow players to represent just such a situation on the battlefield, featuring the option to include an allied detachment as part of your standard army. Not wishing to stop there, we also included a choice of fortifications that enable players to reinforce their deployment zones with defensive emplacements, ranging from a linked section of Aegis defence lines to the mighty Fortress of Redemption.

Skyshield Landing Pads can be positioned to coordinate the arrival of your reinforcement with utmost accuracy. Many fortifications can be further augmented with a comms relay or turret-mounted anti-aircraft weapons.

Each army is led by a Warlord - a powerful, charismatic leader that represents you on the battlefield. Before every game, your Warlord makes a roll on one of the Warlord Trait tables - Command, Personal and Strategic Traits.

Some scenery types are therefore Mysterious Terrain, only revealed as flesh-searing fireblood rivers or forests of overgrown spinethorn when a unit enters its area of effect.
The Battles section of the rulebook also includes a Warzone Traits table, introducing optional rules for fighting in unusual or abnormal environments. Change things up by fighting on a high or lower-gravity battlefield or, if you're feeling particularly brave, try waging war as your forces are assailed by a planet's corrosive atmosphere or toxic mist.

There are six Eternal War scenarios, each with its own mission objectives to achieve. In many of the scenarios there are a number of objectives to contest. Some of these may house useful technology such as a targeting relay or grav wave generator, but it's also possible for an objective to have been sabotaged with proximity mines.

Under normal corcumstances, only Troops units can control objectives, but in the Big Guns Never Tire mission, for example, your Heavy Support units can capture them too, even if they are vehicles!

In each scenario, players can also attempt to complete any of the three Secondary Objectives too:
Slay the Warlord, by killing the commander of the enemy army
First Blood, by being the first to destroy an enemy unit
Linebreaker, by storming the enemy's deployment zone.

Hobbyists are introduced to a series of unique scenarios that also serve to encourage and inspire players to generate their own campaign and mission ideas.

At the rear of the rulebook lies the Appendices section, replete with handy reference sheets that include the statistics for every weapon and unit in the game (including every vehicle's Hull Points).
The Appendices also feature thirty new powers from five psyhic disciplines that Psykers can choose to generate their power from. (Is this a typo? The psyhic power cards have 34 different powers listed, 35 being the most likely as a Biomancy power was listed twice).

Having a Blast
That it's the guy in the front of your squad who always takes the first bullet is not only very cinematic, but makes you think a lot more about every move you make. I also love the fact that units are reduced to Ballistic Skill 1 when resolving Overwatch.
But ultimately, there's nothing quite as satisfying for me as yelling 'Grenade!' as your heroic Sergeant tosses a frag grenade and blasts your opponents favourite squad to smithereenes!

Dreadnoughts 3 Hull points

Jump packs re-roll the 2D6" charge distance in the Assault phase.
Rage gives +2 attacks on charge (seems Rage isn't renamed)

In the Chaos Daemons army everything causes Fear, which is nicely representative of their horror. But thats not nearly as exciting as the Flying Monstrous Creature rules. These allow my Bloodthrister and Daemon Princes to soar up to 24" across the tabletop, ignoring all but the most dedicated anti-aircraft weapons as they get ready to assault the puny mortals below.

Soul Grinder and Land Raiders have 4 Hull Points

Bikes and Landspeeders have Jink, gives them a 5+cover save and 4+ if they Turbo-boost or move Flat Out.

Foreboding: Allows the affected squad to fire at an assaulting unit at their full Ballistic Skill rather than BS1.

In addition, his psyhic hood will usually augment any rolls to Deny the Witch within 6" to a 4+ making hime awesome at countering any enemy psychic powers.

About Terminators...
anything short of a power fist or power axe just won't cut it in combat, meaning they'll benefit from their 2+ armour save most of the time.
GK Terminators are equipped with frag and krak grenades, meaning they can throw one during the Shooting phase.

About IG squad...
Perhaps the coolest part of the rules is that every man counts, as they can all move and fire (even the lascannon!), and can even make a valiant last stand when they're charged, overwatching with their lasguns at the incoming foe.

Saying that, I'm told that the Deathmarks are quite nasty, as snipers can select targets if they roll a 6 To Hit!

Necron Warriors have always been implacable on the advance, but as they're now able to rapid fire at long range as they move this is doubly true.

Ghost Arks have 4 hull points, Gauss takes off a Hull Point for every 6 rolled to penetrate.

Example of Land Raider shooting 4 weapons (it can fire one flamestorm cannon normally, another using its machine-spirit and then snap fire both the assault cannon and the multi-melta). Doesn't say anything about snap fire BS.

Tau Fire Warrior example. not only can they move and still rapid fire up to 30" away, making them higly mobile as the background suggests, but they can Overwatch these S5 guns if they're charged.
My Battlesuit is great as well - he provies nigh-on impossible to engage, as can scoot up to 2D6" way with his jetpack in the Assault phase.

MC are AP2, can halve attacks and perform Smash at double Strength.

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10 Re: Leaks - release date, changes etc. la data de Joi Iun 21, 2012 11:37 pm


Furacios de blugi
Shocked Shocked Shocked

So much stuff... Shocked game changes much more from 5th to 6th than 4th to 5th.

Imi si pot imagina acum: "Strike from the skies brothers!" Twisted Evil

And Termies just got a lot better. Si am o gramada de ei. Twisted Evil

Suna bine deocamdata za editie VI. Laughing

Cred ca o sa imi iau Gamer's edition.

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11 Re: Leaks - release date, changes etc. la data de Vin Iun 22, 2012 8:07 am


More from Horus Heresy Online:

Eternal War Mission table:
Mission 4: The Scouring
Place 6 Primary Objective markers face down on the table. These objective would be worth between 1 and 4 Victory Points for the side that controlled them, but, the value would not be revealed till after deployment.
In addition there were three Secondary Objectives - Slay the Warlord, Linebreaker and First Blood - each worth a single Victory Point. In this scenario, Fast Attack units also counted as scoring units, but are worth 1 Victory Point if destroyed.

Psyhic Power: Telekine Dome (not Domination that I thought)

Command Trait: Inspiring Presence - units within 12" can use Warlords Leadership

Personal Trait: Immovable Object - Warlord can capture objectives

FNP: Ignore any wounds on a 5+ that don't inflict Instant Death (so power weapons etc make no difference).

MC Vector Strike: D3+1 hits at the model's Strength on a unit moved over.

Interceptor rule: Allowed to shoot at a unit as it arrives from reserves
Skyfire rule: Can shoot at fliers at normal BS, rather than BS1

Deployment Zone: Hammer and Anvil - Fight along the length of the table, deploy on the short table edges.

Mysterious Terrain: Psychneuein Hive - Every Psyker on the board immediately suffers D3 S3 AP2 hits

Reserves: Flyers always arrive from reserve, 3+ to enter on Turn 2

Deep Strike Misshap Table: Opponent Places unit and back into reserve are still in (unit dies gone?)

Charging Multiple units: You lose the bonus Attack for charging and all units can Overwatch shoot you.

Flying Transports: If shot down all embarked models suffer a S10 hit with no saves allowed (not even invulnerable?)
Passengers can't disembark whilst it's zooming, during hover mode they can disembark but the flier can now be hit at normal BS.

Fleet: Re-roll charge distance

Bastions: Armour 14 all around, and an emplaced heavy bolter on each facing - automated weapons that target the nearest enemy unit. A Bastion can be used as neutral battlefield terrain or selected as a Fortification as part of the FOC, enabling you to deploy within a solid defensive stronghold. A Bastion can be upgraded with a comms relay or heavy weapons on its battlements.

Tank Traps: Impassible terrain to all non-Skimmer vehicles. Bike can attempt to manoeuvre past them, but must pass a difficult terrain test in order to do so. Against all other units, however, tank traps are treated as open ground, though and models hidden behind a set of tank traps can still claim a 4+ cover save from its solid, robust frame.

Aegis Defence Lines: Offer a 4+ cover save, but any unit that decides to Go to Ground behind a defence line gains +2 to its cover save, rather than +1. An Aegis defence line may also be selected as a Fortification choice.

Mysterious Forests: Models within a forest's boundary benefit from a 5+ cover save. However, forests are also mysterious terrain, so as soon as a unit enters a forest, you must roll on the Mysterious Forest table to discover what fate awaits your hapless models. Mysterious forests can range from brainleaf fronds, the sentient tendrils of which can dominate living beings and cause them to lash out at their comrades, to carnivorous jungle, which inflicts D3 S5 hits on any unit seeking shelter beneath its boughs.

Ruins: All ruins are treated as difficult terrain, but offer a 4+ cover save to those concealed within their shattered structute.

Wild Undergrowth: Difficult terrain and 5+ cover

Imperial Statuary: IG, SoB and all SM chapters are Fearless within 2" of an Imperial statuary (if you are wondering what the hell a statuary is it's a statue, model in example is the SM dude holding a sword statue GW came out with last year, or was it the year before that. Guess they didn't sell so they had to include them in the rulebook....).

Fuel Reserves: 5+ cover, every time a model successfully passes a cover save, roll a D6. On the roll of a 1, the barrel was filled with fuel and explodes, inflicting a S3 hit on any models nearby.

Fortress of Redemption: Comprising two bunker annexes, one main tower and housing an assortment of powerful weapons to defend against assault by land or by air, a Fortress of Redemption is all but unassailable. For 220 points, this awesome defensive stronghold can even be selected as a Fortification!.

Impact Craters: Area Terrain and grant 5+ cover

Assault on Fellstorm Airfield
Scenario: The Relic
Recover a valuable relic from no-man's-land that will help them to gin the upper hand in the ongoing conflict. The relic begins the game in the centre of the battlefield, but any scoring unit (in this mission units from the Troops section of the Force Organisation Chart) (I guess this means the Immovable Object Scoring Warlord power can't be used?) can pick it up and attempt to move it to safety. The unit carrying the relic cannot move more than 6" in a single phase and will drop the relic if killed.

Deployment Vanguard Strike: Diagonal deployment zone trunning through the centre of the board. (Top right vs bottom left side with the relic in the middle pretty much. Same as Apocalypse if you've ever played that.)

Flat Out and Run: D6 extra movement

Stunned Dreadnoughts can still Snap Shot, Snap Shots need 6s To Hit.

Krak grenade used in the shooting phase to destroy an Ork Trukk.

Still Move, Shoot and Assault as the above unit assaulted the boys that disembarked from the Trukk.

Flamers do D3 hits during Overwatch (Have fun charging 15 Burna Boys)

Fliers can chose to Evade when shot at giving them a 5+ cover save, but can only Snap Fire during their next shooting phase. Can leave the board and return from reserves.
"Da Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his engines and zoomed off the board, but would return as part of Ongoing Reserves in the following Movement Phase. (This happens during turn 3-4, does that mean reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)

Fliers can shoot Fliers with no penalties to hit. Explains the 60" ranged Stormtalon missiles.

Fliers: When destroyed scatter and damage units on ground.
"But Steve did have the last laugh when the wreckage of his Stormtalon spiralled earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz in the ensuing explosion.

Units with a sergeant type model can perform Look Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save Nob...well, the nob grabbing an Ork boy to use as a bullet shield is the more likely scenario...).

More Finecast

Tau: Commander Shadowsun
Available for pre-order July14th

1. Foreboding - is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch on their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.

Interesting note on the Hour of the Witch page.
"Only the armies (and units within those armies) specifically mentioned here can access the new psychic powers. Some armies (namely the Dark Eldar, Necrons and Tau) don't have psykers at all, whilst other races harness the Warp in such an unusual way (Orks and Chaos Daemons in particular) that they always use their own unique rules.

Why wasn't Sisters of Battle mentioned in the above exclusion together with DE, Nec and Tau? Knowing GW it's most likely a miss as when it comes to the SoB they can't even spell their rules correctly or show the correct model with the correct weapon...
If this is not a miss then I guess it's proof that we will have Inquisitors in the SoB codex as I can't think of any other Psyker the SoB would even tolerate.

Hour of the Witch
Witchfire: most psykers can't use more than one witchfire each turn

Codex: Blood Angels
A BA Lib (inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Blood Angels. If he does so, generate two new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed.

Codex: Chaos Space Marines
Any model with psychic powers may use the psychic disciplines found in the 40K rulebook, instead of those in Codex: CSM. If he does so, for each psychic power he has purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three.

Codex: Dark Angels
A DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k rulebook. Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.

Codex: Eldar
Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.

Codex: GK
A GK Lib (no mentions of anyone else), generate a number of powers equal to mastery level from Div, Pyro or Telekinesis. If he does so he may not purchase additional powers. Hammerhand cannot be exchanged in this manner.
An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can generate 2 powers from Div, Pyro or Telekinesis.

Codex: IG
Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.

Codex: SM
SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.

Codex: SW
Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis

Codex: Tyranids
Any model with psychic powers, for each psychic power it has, including those purchased, generate a new power from either Bio, Telekinses or Telepathy. (I'm glad they dont have Pyromancy as 3 Zoanthropes casting Molten Beam would be real nasty).

Article states: "Accordingly, players should feel free to use the guidance in this article to grant their psykers access to the new powers."
Sounds good and all but since they dont list all the powers and what they do the article is pretty useless. Or....do they mean you have to have this WD in order to be able to use the generic powers? Wont the list and rules be in the BRB?

Wound Allocation: Closest model is Shooting only?

Rest of the WD is ads pretty much.

Last page is a picture of some CSM and Daemons.
In next month's issue: BATTLE-BROTHERS AND INFERNAL ALLIES - We take a closer look at Allied Detachments.

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12 Re: Leaks - release date, changes etc. la data de Vin Iun 22, 2012 12:30 pm


Furacios de Gin
I likes what I see so far. Deci o sa am acces la Eldari la more than just their standard powers. Sounds good. More blasting or buffing.
Si i'd like to use my demons at some point ....desi cu ce codex au nu-i vad sa faca ceva prea curand.

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13 Re: Leaks - release date, changes etc. la data de Vin Iun 22, 2012 5:29 pm


Furacios de blugi
Bogdan a scris:I likes what I see so far. Deci o sa am acces la Eldari la more than just their standard powers. Sounds good. More blasting or buffing.
Si i'd like to use my demons at some point ....desi cu ce codex au nu-i vad sa faca ceva prea curand.

Demoni? Te referi la squad-ul ala?.... Rolling Eyes

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14 Re: Leaks - release date, changes etc. la data de Vin Iun 22, 2012 7:02 pm


Furacios de Gin
Suna foarte foarte bine so far. Surprinzator chiar.

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15 Re: Leaks - release date, changes etc. la data de Sam Iun 23, 2012 11:06 am


Furacios de blugi
45 de lire baga-mi-as tentaculele in voi sa-mi bag... si cu bookul anterior ce fac primesc discount pt asta nou? Nu? Pot sa-l tin in biblioteca? Multumesc. Dar de lansare in format electronic ati auzit? Da, dar numai de Apple Books? Dar de alte formate/device-uri n-ati auzit? Nu, pentru ca sunteti exclusivisti? Poate atunci ar trebui sa ma gandesc daca mai raman clientul vostru.

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16 Re: Leaks - release date, changes etc. la data de Sam Iun 23, 2012 11:53 am


Furacios de blugi
Sa nu zici ca nu stiai dinainte ca, cu fiecare editie noua, cele vechi raman de "biblioteca".

Pe de alta parte incep sa fie cam scumpi...Iar mie unuia formatul electronic nu imi surade a fi unicul disponibil. Eu il vad mai mult ca un game aid pt. cei cu "smart"telifoane. Asta daca ar fi muuuult mai ieftin decat formatul hard. Sa zicem pana in zece lire.

Eu unul cred ca o sa imi iau gamer's edition. Arata cool. Si am un feeling ca o sa fie o editie mai faina decat cele de pana acum. Ca si WHFB de altfel.

Oaaaa, ce chef am de un Fantasy acu'.. Laughing

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17 Re: Leaks - release date, changes etc. la data de Sam Iun 23, 2012 11:59 am


Furacios de blugi
IT......IS.....UPON US! VI Edition . Twisted Evil

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18 Re: Leaks - release date, changes etc. la data de Dum Iun 24, 2012 4:34 pm


So here's some more stuff from HHO si looks like some of the stuff I talked with Mihai about may have been wrong. Oricum o sa aflam in curand but:

however here is something about 6th
(credit ZAlpha)

Core System

- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase

Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.

Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.

Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)

- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.

Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.

Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.

Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.

- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.

- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)

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19 Re: Leaks - release date, changes etc. la data de Dum Iun 24, 2012 9:22 pm


Furacios de blugi
You can only killed as much models in target unit as you can actually see (and within max range). - This makes so much sense. Stupid 5th and killing whole squads because a leg from one model was visible.

Casualties are now removed from closest to furthest. - This not so much. Pregatiti-va pt. ca specialistii, sergentii si personajele importante sa fie in spate. How un-epic.

You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase. - Finnaly.

Regulile de asalt par faine per total doar partea cu Casualties are removed from the front rank, like the case of Shooting Phase pare un pic aiurea...insemnand ca exista psoibilitatea sa iesi din CC la sfarsitul turei d easalt...hmmm will just have to wait and see how does that actually translate to the tabletop.

Regulile de vehicule iar par OK. Mai putin partea cu blast-urile. De ce bomba care cade langa tanc face acelasi damage ca si bomba ce pica pe tanc?

Aaand the rest seem nice but will just have to play a lil' bit to get a feeling.

Also : "Hammer of Wrath" = Assault Jumpapack Marines as they should be. "Strike from the skies brothers!" Twisted Evil

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20 Re: Leaks - release date, changes etc. la data de Lun Iun 25, 2012 1:56 pm


Furacios de Gin
And my Skimmers just got better *monster-grin*. Moving 12" and shooting more, yes please. Jink saves of 5+ or 4+ if flat out, yes please.

Psychic schools - should be interesting what Eldar get.

Pacat ca a new codex for my elves is so far away... sad sad sad.

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21 Re: Leaks - release date, changes etc. la data de Lun Iun 25, 2012 3:50 pm


I still don't care how fast your skimmers move. The Hydra still denies that save.

But yes the rules look good. The one were you end up out of CC at the end of CC sounds like potential fun. Chaos Marines kill a bunch of IG and are out of CC and the IG don't break. Cue first rank fire! second rank fire!.

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22 Re: Leaks - release date, changes etc. la data de Lun Iun 25, 2012 3:57 pm


Furacios Biban
Sau poate se face pile-in imediat după o rundă de inițiativă.

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23 Re: Leaks - release date, changes etc. la data de Lun Iun 25, 2012 4:05 pm


Furacios de blugi
Tarash_Bulba a scris:Regulile de asalt par faine per total doar partea cu Casualties are removed from the front rank, like the case of Shooting Phase pare un pic aiurea...insemnand ca exista psoibilitatea sa iesi din CC la sfarsitul turei d easalt...hmmm will just have to wait and see how does that actually translate to the tabletop.

Dintre toate regulile stupide de la gw chestia cu iesitul din cc cand nu mai sunt unitait in contact mi se pare cea mai stupida si nenaturala. Iar aceasta modificare daca nu este introdusa impreuna cu o alta regula care sa nege situatia iesirii din cc mentionata anterior, doar va mari stupiditatea situatie.

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24 Re: Leaks - release date, changes etc. la data de Mar Iun 26, 2012 9:53 am


Furacios Biban
Nu văd de ce ar fi stupid. mi se pare că cinema-zează treaba mai ok.
1. Eu vin cu sergentu' de veterani și încă vreo 2-3 veteranui cu power weapons la înaintare că ucidă un tyranid big bad;
2. tyranidu' are inițiativă 5, face 3 unsaved wounds la prostănacii care au mers la înaintare fără să gândească;
3. pierd 2 vets și sergentul că am fost prost;
4. începe I4. pile-in și atacă și marineii rămași.
5. ???
6. profit!

concluzia, trebuia să știu cum să atac.

Așa înțeleg că s-ar desfășura. Or am I getting it wrong?
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase

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25 Re: Leaks - release date, changes etc. la data de Mar Iun 26, 2012 12:45 pm


Furacios de Gin
Nu mi se pare rau ce scrie acolo in orice caz. Smile Si e normal sa scot closest as casualties, oricum in 2" sunt in Melee range, deci pot pune cu incredere ICs in rankul 2.

Challenges - da challenges e ok. E interesant sa vezi un Chaos Lord sau ceva vs. un Space Marine Captain. Va fi interesant de vazut IC vs IG command Squad care e un HQ slot.

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