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6th Edition Rumours (1st Post Updated 17 June 2012)

68K views 840 replies 126 participants last post by  MadCowCrazy 
#1 · (Edited)
OMG finally finally my poor little site is fixed thanks for the patience everyone! So anyway it looks like I started some rumor spilling last week as everyone in the rumor mill decided to jump in the game. I hope what I am about to post is not already outdated, but with life and the server repair I haven’t have time to keep up.
Ok, let us get ready for some fun guys 6th is about two months away so let us set up some ground rules first off.
That leaked 6th edition pdf was and is still a complete fabrication.
40k 6th edition is going to be much closer to Fantasy 8th and 40k 2nd edition than anything else.
GW still has rumor lock down in place, so these leaks are for the most part things that have been seen before from previous editions of Games Workshop games. This is to protect sources from the long arm of GW.
Ok, with that said lets get to it.
Let us start with 6th edition fluff progression.
The Imperium is fracturing and the Space Marines are starting to separate themselves from the Lords of Terra. The heretical and xenophobia has gotten to a tipping point causing many chapters to take actions against the “best wishes” of many in the Imperium.
A discovery of galactic importance has happened.
At a time before right before the Horus Heresy the Emperor had intrusted Roboute Guilliman in the protection of one Xenos race that was completely immune the temptations of Chaos and would prove the ultimate key to the destruction of Chaos. The Horus Heresy ended such plans. Fast forward today with discovery of these lost correspondences, it is believed by the Ultramarines and others that the Tau are that lost race. So now instead of being charge with their destruction the Astartes are the Tau protectors.
Rules changes
  • Every unit gets a 6+ save vs. all Psychic Powers.
  • Random Charge Lengths are in
  • Pre-measuring is in.
  • Random Battle field effects are in.
  • All armies can purchase buildings for placement on the battlefield.
  • Psychic powers are selected during deployment. (except Grey Knights)
  • Deployment and Missions types have doubled.
Get ready for the Big one..

ALLIES ARE BACK IN

That is right allies are back in and this will be according to fluff and will have certain restrictions. So for instance Tyranids will not have any allies. Tau with all Space Marine Chapters. Necrons with Blood Angels. Imperial Guard with Space Marines. Chaos Space Marines with Demons. If it fits the fluff it will be done.


This is just to get you guys started.
Expect more to come out as we get closer to the impeding release of Warhammer 40k 6th edition.
Oh again forgot to mention in the CSM rumor post to add that Oblit options will be even more expansive with close combat load out available.
Source

Personally I don't think the Allies thing works for me.... Actually there a lot of bits that have me scratching my head but we'll see in a couple months I guess.

EDIT: More from the comment section of the same page: DEBUNKED The information came from an old site in 1998. You can find it on Wayback Machine here. The author of this rumor stated he was just trying to make a point that some rumors just don't pan out and things change. So we'll see. :unsure: Either way I'm leaving this one up so it doesn't get reposted later:
Lexington / May 5, 2012

Y’know, I’ve got similar sources as Tasty, and here’s things they’ve told me…

- Now this Emporor rumour (God there are so many) is very interesting. Here’s the gist: The Emperor does die (physically, anyway). As prophesizeed all the way back in 1st ed (WWWAAAGGGHHH the Orks!!!! supplement), the Waaaggghhh!!! comes sweeping through human space and threatens to engulf Earth. En route, they overrun the Crimson Fists’ homeworld, and the destruction of that oft- destroyed chapter finally becomes canon. In order to save Earth, they Emperor vacates his mortal shell for good and contests directly with Mork and Gork in the warp. One of the Ork Gods is destroyed in the psychic conflict, the Waaaggghhh! is broken, and IG amd marines sweep the demoralized greenskins back to the borders of huma space. Who remains as sole deity of the Orks? The Orks aren’t sure. A religious schism fractures the entire race, dissolving the previous clan allegiances. Instead of clans, all Orks everywhere are either Gorkers or Morkers.

Exciting stuff, eh? :p
EDIT: A rollup from Faeit212:

6th Edition/Chaos Rumor Compilation+

There are a couple new rumors mixed into this, but for the most part I've taken what should be considered to the strongest pieces of information and compiled them into one location. With so many bits of information it is getting rather hard to see a larger, more complete picture of what this next edition is going to be.

There are couple new bits in bold italics below.

There has been a lot of charges about 40k being a lot like warhammer fantasy with these new changes. Personally I do not think of these as bad. Instead I see 8th edition fantasy as a testing ground for a better 40k ruleset. Games Workshop has had plenty of time now to see just where the game should be going. With the current 40k rules and Fantasy 8th edition, I see a better, more complete ruleset. The best of both worlds.

These rules taken in pieces like we have them currently, make for quite the mess. The rules look out of place, and are quite shocking to start to get a grasp on them. Thats why a compilation of these more solid rumors is so vital.

Please remember though that until we get something in our hands, these are still considered to be rumors.

2012 Schedule
via Tastytaste
June-July 6th Edition
Sept-Oct Chaos Space Marines
Sprinkle in some flyers, buildings, and that is all you will see from the 40k front for the year.


Chaos Space Marines
The Chaos Space Marine codex is the only 40k codex for this year. It is not going to be divided into two codexes or anything special. This is not the return 3.5 codex everyone has been wanting this is more a clean up than anything else.

Troops choices will be Chaos Space Marines and Cultists
All Cult Marines are Elites
No new Special Characters
Special Characters will unlock Cult Marines as troops (Kharn for Berserkers and so on)
Typhus makes Cultists into Zombies
Chaos Dreadnaught is removed and replaced with a new unit (like how pariahs were replaced with Lychguard)
CSM now get a Flyer a Mechanical Chaos Dragon (model is done will be part of initial release)
Lesser and Greater Demons are gone
Spawn replaced by “Fell Beast”
Rules for Traitor Guard are in!

Oblit options will be even more expansive with close combat load out available.


via Bigred on BOLS
Codex author is Phil Kelly ~Whew...
Chaos Cultists are available in blob squads into the thirties...
Certain Named Characters grant various USRs and other special rules to Cultists when selected.


via Grant
Imagine a dragon made of "fire" and coverd in a platemale armor and you won't be too far off. That is the best discription I can give.

Some of the concept art shows it mauling a valkyrie mid flight. It is pretty cool.

Chaos units that kill a unit get to roll on a chart for gifts from a chaos lord very similar to the power from pain rule that Phil gave to DE.

Thousand sons are still relentless and still have ap 3 bolters.
The codex is a full color hard cover book.
There are no legion rules


6th Edition
via Tastytaste at Bok
That leaked 6th edition pdf was and is still a complete fabrication.

40k 6th edition is going to be much closer to Fantasy 8th and 40k 2nd edition than anything else.

GW still has rumor lock down in place, so these leaks are for the most part things that have been seen before from previous editions of Games Workshop games. This is to protect sources from the long arm of GW.

Let us start with 6th edition fluff progression.

The Imperium is fracturing and the Space Marines are starting to separate themselves from the Lords of Terra. The heretical and xenophobia has gotten to a tipping point causing many chapters to take actions against the “best wishes” of many in the Imperium.

A discovery of galactic importance has happened.

At a time before right before the Horus Heresy the Emperor had intrusted Roboute Guilliman in the protection of one Xenos race that was completely immune the temptations of Chaos and would prove the ultimate key to the destruction of Chaos. The Horus Heresy ended such plans. Fast forward today with discovery of these lost correspondences, it is believed by the Ultramarines and others that the Tau are that lost race. So now instead of being charge with their destruction the Astartes are the Tau protectors.

Rules changes
•Every unit gets a 6+ save vs. all Psychic Powers.
•Random Charge Lengths are in
•Pre-measuring is in.
•Random Battle field effects are in.
•All armies can purchase buildings for placement on the battlefield.
•Psychic powers are selected during deployment. (except Grey Knights)
•Deployment and Missions types have doubled.

ALLIES ARE BACK IN
That is right allies are back in and this will be according to fluff and will have certain restrictions. So for instance Tyranids will not have any allies. Tau with all Space Marine Chapters. Necrons with Blood Angels. Imperial Guard with Space Marines. Chaos Space Marines with Demons. If it fits the fluff it will be done.


via Bigred at Bols
Psychic Powers
-There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)
-Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.
-Each Discipline will have a "Default" power and a set of others that you will roll for each game.
-Number of rolls you get and the the exact details of which powers you end up with are said to be similar to WFB 8th's power selection mechanic.
-Powers have a "Casting Cost" that is different from the mechanic used in WFB 8th.
-Certain 6th Codices will add additional racial specific Disciplines.


via Grant
As far as 6th ed...
I will also add that vehicles use "hull points" in 6th. If a vehicle has 3 hull points it will die after 3 shaken results, but it can still explode after 1 shot as normal.

All cc weapons have AP values in 6th similar to what was in the fake 6th ed rule book leak.

There are going to be no different levels of Eternal Warrior either.

I know all of these rumors sound ridiculous but they may not be bad for the game at all. I have been chatting with the source for my documents, we both feel that based off of the csm codex that assaults off of consolidation will be back as well as possibly off the bloody deep strike. This is not only backed up by the fact that they are "nerfing" assault range, but also because of 2 special rules.

say hello to "snap fire" and the return of overwatch.

Snap fire - allows a unit to shoot at an attacking unit at bs 1 prior to being assaulted.

Rhino's have 3 hull points, Landraiders and the defiler have 4. Any damage chart result other than wrecked or explodes will take 1 hull point away.

HQ's can now challenge each other just like in fantasy. This must be accepted by opponent or is played normal. HQ that wins, wins the assault for his unit.

"Mysterious Terrain", basically you don't know if the stuff is difficult or dangerous until you roll a d6 upon entering it

Vehicles have assigned hull points (There is no formula)
Mostly what we've seen before on here, but also some more information from other sources. I don't mind the hull point idea as it'd show the progressive damage a vehicle would take as it takes hits and would go a long way to letting foot armies be more effective (though it'd make Necrons rather scary good since they can glance something to death much faster this way then) but some of these other ones are hit or miss. The terrain itself just bugs the heck out me to be honest. Random terrain? Really? This isn't magical and something that could be explained away, this is just silly. If this happens it'll be a rule I expect most people will ignore.

EDIT: More from Faeit212 regarding the potential change to psychic powers.

With the changing in psychic powers, it was time to do a little digging to discover what we might be seeing as far as what disciplines might be in 6th edition. These come from the A Thousand Sons novel from the Black Library.

First off here is the relevant rumor from yesterday discussing psychic powers.
-There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)

-Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.

For the complete rumor set on psychic powers.... here is the link
http://www.natfka.blogspot.com/2012/05/6th-edition-psychic-powers.html#more

With these rumors in mind, here are those disciplines from the novel. This seems like the direction we are headed.
Corvidae - Precogs: Ahriman was the head Corvidae.
Pyrae - Pyromancers
Pavoni - biomancers: Healers and Fleshchangers

Athanaeans - Telepathy
Raptora - Telekinesis Were able to create Kine Shields for protection
EDIT (ADDED 14 May 2012): Some bits from some of our forum members:

I'm confident a 6th Ed is imminent. Simply because of a game I played almost a year ago, where my opponent was having trouble remembering how 5th worked, and kept saying "really?" when I said something worked this way, then showing him the BRB. He also said it about the WH Codex I was using at the time, and it turned out the confusion was because he'd been playtesting the WDDex for months before then.

So I'm confident we aren't seeing huge sweeping changes, but it's different enough to give pause in places. Firing of weapons from vehicles may see some adjustment, as I had a "hang on there" moment or two. But one thing I am confident of: 6th exists. It's been written, tested and is ready to go. Exact dates may vary, but it's there...
Yeah, I actually saw what the new rulebook looks like just a few days ago, like the front cover. Fairly nifty. I can only imagine that it's been printed and waiting for a while now.
So we have some actual confirmation that 6th is coming (something we haven't seen from the "big name" rumor sources yet). An allaying the fear that 6th is going to ruin the game (at least a bit I think). And we've had an actual sighting of the actual rulebook will look like. So good solid signs there (for a change).

EDIT: Added 16 May 2012
BoW just release some rumors on wound allocation:
http://www.beastsofwar.com/warhammer-40k/wound-allocation-works-6th-edition-40k/

You will have to allocate wounds to models closest to the unit that fired at you.
EDIT: Added 17 May 2012
More from Beasts of War. Take with as much salt as you like, but the BoW guys believe their source is solidly reliable.

http://www.beastsofwar.com/warhammer-40k/fantasy-style-challenges-warhammer-40k-close-combat/

With another mention of "cinematic" it's sounding like 6th will be 40K: "Movie Edition". But that may end up being an assumption made too soon.
EDIT: Added 18 May 2012.
More from BoW: http://www.beastsofwar.com/warhammer-40k/rumor-stand-shoot-40k-6th-edition/

The BS1 Quick Fire rule that Tasty mentioned? Yeah, it's here too. Wonder if they have the same source?
EDIT: Added 21 May 2012
EDIT: Added 26 May 2012 EDIT: 27 May 2012 CONFIRMED The 5th Edition BRB is no longer for sale on the GW US site, searching it and then clicking on it redirects you to the main page.
From Faeit212 but caught by a member of our forums. Good work!
Apologies for double post, but...
Originally Posted by Faeit 212
Yesterday I recieved an email and information that Games Workshop is sending out to its stores about the upcoming release of 6th edition! This is news, mostly because it is as close as we can get to a confirmation of all the rumors that 6th edition is on its way.

Check these out.....

A big thanks to the two people below for sending in the information to me, so that we can share it here with the greater community!

via Alex
Just heard this from my local GW, they've been told to remove all 5th edition rulebooks from shelves and sales on May 28th which means 6th could be right around the corner!

via Tatepon
Today gw stores got an email.
in it were orders to remove the 40k rulebook tomorrow (26.05) from the shelves after the shop closes.

it will be removed from the website on the 28th.

additionally theyll have a retail-meeting mid june after which more informations will follow.

furthermore we were told asking customers that it was removed because there will be something new soon and that more info will be released in the near future.
- Link.
EDIT: Added 11 June 2012
From Faeit 212



Whitehat said:
Plastic Plaguebearers & Nurglings, Finecast Blue Scribes in August (amongst what Im presuming is that metal daemons will be released with Finecast Versions.)

Finecast will replace all metal models in the next year (unsure if that means specialist)

6th ed - a few morsels
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')

5+ Cover save for most things including ruins.

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

Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)

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.

I'm calling it now - Infantryhammer




random charges make me want to puke, i like the changes to vehicles being hit in combat, FNP at 5+ is an improvement, makes sang priests less annoying.



oh, and . . . .



I FUCKING HATE THE IDEA OF THIS TYPE OF WOUND ALLOCATION
EDIT: Added 12 June 2012 From Faeit212

6th Edition Rulebook/ Starter Set Limited Run
Just a couple small rumors to that are worth while mentioning today. We have one regarding the scope or size of the new rulebook, and talk of a special very limited run of the starter set.

These are rumors, please take with the required bit of salt

via Harry
I hear a certain 'big book' available in all good stores soon has 440 pages

I know there is a special (Limited run) edition of the starter set.
The limited edition starter set will have a run of just 5,000 copies
And from our Forums:

Just nabbed some interesting stuff via Darnok at Warseer:



Quote:
Originally Posted by 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.



Quote:
Originally Posted by 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.
Quote:
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).

On advance order on 23th, available from 30th of June.

Is it just me, or does that psychic powers thing sound kinda like Storms of Magic but for 40K?

Also, Servo Skull measuring tape? Sweet. lol
EDIT: Added 13 June 2012
More from Faeit 212:
Tonight we have another set, with a minor correction (on cover saves), from Whitehat. He seems to have quite a bit of information on 6th edition.

Please remember that these are rumors. Salt Required.

Here is a link to the first set from Whitehat.
http://www.natfka.blogspot.com/2012/06/6th-edition-rules-assault-distances.html


via Whitehat
Preferred Enemy: Reroll hits in CC & Shooting AND Rerolls 1 to wound.

I've checked, Black Templars vow, accept any challenge only gives Preferred Enemy in combat (damn)

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.



I mistyped the cover saves. Ruins are 4+, the vast majority of stuff is 5+

I did not mistype WS1 for moving vehicles, they are not WS10 if they moved - flyers might be different; not sure.

Preferred Enemy change of reroll 1's to wound is in addition to current rules for Preferred Enemy

Flyers are noted in the BRB changing some of the existing vehicles (Summary sheet in the back)

Eldar Flyer, Void Raven and Tau I believe are in the same wave.
EDIT: Updated 13 June 2012 (again)
More rumors from Faeit212:
The AP of close combat weapons has been one of the most discussed new rules rumored to be a part of 6th edition. Even though Darnok says to add lots of salt to this one, the shooting at fast vehicles thing I like. Although I can see how quickly all the Grey Marine players (non-painted) would become Blood Angels.



Please remember that these are rumors, and as Darnok says for this set, use Heavy amounts of salt.

via Darnok
These come from a birdy, but I'd advise on heavy NaCl-usage...

AP are on ccw but he says power weapons are ap 2, not 3.
When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
It's move assault then shooting now!
Fnp is 5+.
Master crafted ccw give you a 5+ invuln save
When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
A unit can't claim a object while inside a vehicle.
There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4 you only do 2 wounds! Strengh 5 or more would do 3 wounds & kill him.
In kill point missions you get kill points based on what the units points cost, so for example a landraider would be worth 5 kill points & a unit of marines 3pts.
EDIT: Added 14 June 2012

Even more from Faeit212. Gotta say that I have to seriously tip my hat to whomever runs that blog becase when to rumors they do an excellent job keeping up on them.
A while back we were looking a 6th edition release date of July 7th, and that seemed to be very consistent through the world of rumors. Then suddenly we had Games Workshop release a video with nothing more than a big date on it. It was pretty obvious that the date was for the release of 6th edition, but what was the date for?

It was assumed, and seemingly correct that this would be the big announcement date, along with being the first day of pre-orders, then we would have a June 30th release date. However there are some that contend that the 23rd is the actual release date for 6th. The picture above is quite convincing, What you do you think?

via Ieuan from Sons of Isis
23 VI 12 is release date! Well it's got to be right, you wouldn't get one of these (shown on my local stores Facebook page, GW Oxford) just for a pre order date!

via Commissar Merces
"Prerelease party on the 23rd, come in and get your WD and have a tournament with an announcement later that day"
"The real party is going to be on the 30th, the 23rd is just the warm up. But come on in for fun events and there will be a bit announcement that night."
"We don't know of any sponsored event on the 23rd, only on the 30th."

via REDEATH
I heard that digital (iPad) edition of 6th won't be available till September to be released with the starter set. (I guess so they get everyone that buys the hardback in June that owns an iPad will go and buy the digital version too) I also heard that the 6th and all the forthcomming codexes will have a code to purchase a discounted digital version....so if you buy the lets say hard back Chaos Marine Codex for $42 then you can get the digital version at $22


There are quite a few out there that still say the release date is June 30th. I suppose we will know for sure in a couple days.

via BramGaunt
It's the 30th.

via Darnok
It's the 30th
EDIT: From Arcane here on the board (non-rumor material trimmed for sake of clarity):
6th edition preview rules (in WD) will be released on the 23rd.
This is straight from my FLGS owner.
EDIT: Did some digging around online for new stuff we haven't seen reposted a hundred times and here's what I came across:
From "Just a Rhino":

However on her recent journey to Games Workshop World HQ in Overcast Olde England one of our contributors was given a few snipets of inside info about 6th edition one of which was a cryptic:

"wound allocation was based on percentages."
From BigRed on BoLS:
There are 5 Lores:

Biomancy
Divination
Pyromancy
Telekinetics
Telepathy

We've heard each of these Lores has a d6 chart you roll on for powers, and a "default" power you can always choose to take in lieu of rolling. That would add up to 35 powers.
EDIT: Added 15 June 1012
So, here is something i heard from a little birdy, which i won't name, feel free to burn me at the stake or whatever

Hull points don’t work as rumoured: they are only for front armour 14 vehicles and work like a structure point or a “wound” which can be used to negate any result, even wrecked or explodes. not sure if this is a once per game thing, i suspect so. but no more one shotting land raiders and monoliths with meltaguns


and pens give +1 to all subsequent damage rolls in that shooting phase, so essentially after a pen all weapons shooting a vehicle become AP1

rapid fire: double tap up to 24” if stationary. 1 shot at 24 or 2 shots at 12 if moving. Relentless gives and extra shot at each range if stationary as well as the standard bonus.

power weapons are ap3 but give a 5++ parry save in combat

Stunned results stack to weapon destroyed, extra armour negates 1 stun per turn, not sure on shaken


Strength vs toughness chart changed to be like fantasy, so everything can be wounded on a 6.

there's going to be a bunch of FAQ/erratas when it drops for all codices

vehicles being hit in combat is auto if stationary, 3+ is going 6", 5+ if going 12", 6+ if going flat out

though, vehicles going flat out can only be hit on a max of 4+ with shooting, fliers hit on 6+

Damage results stack so shaken -> stun -> weapon -> immob -> wreck
Preferred enemy gives re-rolls to hit with shooting and in combat, but not the re-rolling of 1s to wound
Just something to fill the rumour mill more, i think this is reliable but take with some NaCl
EDIT: Added 17 June 2012
Possible 6th Edition Rulebook Cover:
More information will be added as I run across it.
 
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#3 ·
Wow, I think I might need to drown myself in salt for these rumours.
Tau under Astartes protectorate? The SM are the most xenophobic, alien hating bunch in the galaxy.
Necron/Blood Angel Alliances? Only in Ward's wet dreams...
 
#61 ·
Turns out the Emperor was an Ethereal all along.....
True story.
:laugh:
 
#7 ·
It seems to me that this is the rantings of a mad man. Hes taken some ideas from previous edditions and throw away fluff ideas and combined them into something that sounds like it could be.

I feel like the leaks at GW have really been sealed this time around. We only have what? 3 months left, people are bound to start casting runes and reading tea leaves just to feel like they know something.
 
#8 · (Edited)
Gorkers and Morkers?! The idea is interesting, different and quite a spin on the entire Fluff world of the Orks. But, as much as it is interesting, i don't particularly care for it to happen. Too much individuality would be lost if all Ork clans were suddenly dissolved into two different 'camps'.

As for the Tau twist: It is in the realms of possibility, if the Emperor did 'Order' this then the Space Marines would do it, no matter how Xenophobic they have become under the influence of the High Lords of Terra. If i recall correctly they are bound to the Emperor's service first and foremost, therefore would NOT disobey a direct decree.
Especially the Ultramarines. GW's poster boys they may be but all throughout their Fluff they have been the most zealous of the chapters in following their 'God Emperor'.

False or not, these would definitely put 40k on a whole new path.

Alice

Edit: Purchase Buildings??! Really? o_O what is this: DoW?
 
#93 ·
Gorkers and Morkers?! The idea is interesting, different and quite a spin on the entire Fluff world of the Orks. But, as much as it is interesting, i don't particularly care for it to happen. Too much individuality would be lost if all Ork clans were suddenly dissolved into two different 'camps'.
One of the problems I had with GorkaMorka was that I could never tell the difference between Gorkers and Morkers. I'd reckon most Orks would struggle too.

At least with the clans there's a strong colour tie to help you along (Black = Goffs, Red = Evil Sunz, Blue = Deathskullz, Yellow = Bad Moons and Brown = Snakebites). Obviously, all Orks are green, but the absence of purple and orange clan colours has often puzzled Imperial xenobiologists...
 
#10 ·
On the off chance that these rumours are true then i'll definitely have a tau/SM/IG army (tau and SM are allies and through SM IG are allied). a giant 50 man blob with 5 heavy weapons and 5 special weapons and markerlight support.

Now back to the realm of possibility, i doubt the building and allies thing will go through.
 
#11 · (Edited)
All sounds a bit over the top and not particularly in keeping with GW's traditional way of developing things. I like the idea of natural allies (not necrons) tho, mainly because I want to add Khorne Daemons to my World Eaters and actually have them be useful.

The relationship between Tau and Imperium is interesting, as I've always had a speculative idea that Tau where designed by the Old ones to destroy Chaos. I don't find the Ork idea to be very good though, why spend so much time recently building up the Crimson Fists only to have them obliterated, and if the Emperor was to die, to waste his death on Orks would be pretty rubbish.
 
#13 ·
Theres a simple rule to always follow to know if any of this is true or not:

"If its Via Blood of Kittens and from Tasteytaste, Its bullshit."

Seriously... how many times do I have to tell people he IS NOT a reliable rumor monger? His correct rumours he copies off other people (Stickmonkey and Harry to name two) who've posted them days before he has, and everything unique to him has ALWAYS been wrong. I repeat, he has a ZERO PERCENT record for correct rumors that are unique to him.

Since no-one else has made any mention of any of this, its all crap.

I mean seriously, the Emperor dying? Astartes protecting xenos? Anyone who believes this needs smacking upside the head with a power fist.
 
#15 ·
5th ed is so close to having balanced rules, why do they feel the need to ruin a good game? These rumours are horseshit.
 
#17 ·
First off I wouldn't consider SM the most xenophobic of the Imperium, that would be the fanatics and zealots of the Ecclesiarchy. Some Space Marines and Chapter are more xenophobic than some but others aren't quite on that level and will work with some aliens against a greater threat. There was a story in the 3ed of the Tau Codex where during one of the early wars between the Imperium and the Tau, an Imperial diplomat and a Captain of the Imperial Fists come to a Tau world to negotiate with the Tau in an effort to stall the Tau long enough for Imperial reinforcements to arrive in conflict. In the story the Captain displays little in the way of direct hatred for the Tau and even appears to develop a bit of respect for the Fire Warriors after watching some of their combat drills. Beyond that there are instances of Space Marines setting aside hatred of one alien race when in the face of a greater threat such as Chaos or the Tyranids. So really a SM's xenophobia depends on the individual, the Chapter and the aliens in question. Don't get me wrong, they don't like aliens but some will tolerate certain aliens in certain circumstances.

Out of all that, the notion of the Emperor finding a race resistant to Chaos and commanding Guilliman to protect them for some future plan against Chaos is intriguing but at the same time seems really out of place. Elements of it does make sense, especially in regards to the Tau. Given the Emperor's experiments and plans to deal with the threat of Chaos I could see him developing an interest in a race with Chaos cannot easily tempt. Added to this there's an old quote from Eldrad Ulthran, one of the greatest Eldar Farseers about that Tau which does add some potential to this notion.

I have followed the myriad potential futures of the Tau with great interest. Though barely even striplings compared to us, I feel a strange protectiveness towards them. In time I believe they will exceed even our greatest feats and master the darkness within their souls.
If it is true or at least elements of it then we could see a bit of rise in the Tau which wouldn't be a bad thing.

That being said, I just can't see the Ultramarines finding some old text from the Great Crusade indicating that the Emperor commanded the Tau be protected by them and carrying through with it. First off there would be no way to prove the authenticity of such a document. It could be true or could be a hoax created as part of some vile scheme. Second if they went through with it such an act could lead to some serious issues between the Chapter and the rest of the Imperium. Third they would be protecting an alien empire that was actively expanding into the Imperium's space, taking whole worlds and systems from them. I just can't see the Smurfs ignoring that and I don't really see the Tau being told to stop expanding their borders and going through with it.

Also there is one other aspect of it that leaves me wondering about it. We know that 6,000 years ago, during M35 they were a primitive hunter-gather society. So I can't help but wonder would the Tau have even existed as a sentient species back in M31? Don't know maybe an early Neanderthal Tau could have existed back then but I doubt they would have drawn the Emperor's interest.

Ultimately the idea of the Emperor finding a species resistant to the tainting influence of the Warp and commanding them being protected is rather interesting. However this idea of the Smurfs becoming the protectors of the Tau is ridiculous and kind of reminds me of some bad fanfiction.
 
#19 ·
Out of all that, the notion of the Emperor finding a race resistant to Chaos and commanding Guilliman to protect them for some future plan against Chaos is intriguing but at the same time seems really out of place. Elements of it does make sense, especially in regards to the Tau. Given the Emperor's experiments and plans to deal with the threat of Chaos I could see him developing an interest in a race with Chaos cannot easily tempt. Added to this there's an old quote from Eldrad Ulthran, one of the greatest Eldar Farseers about that Tau which does add some potential to this notion.

Thats actually probably one of the biggest flaws with this... As thats exactly why he created the Grey Knights, to have a group resistant to chaos to fight against them.

@MadcapCH: Nope, thats fine for these forums, we don't mind swearing and such here, and its compeltely appropraite inreguards to this.


Again.. seriously.. Tasteytaste is just some whiney little attention whore crying out for people to take notice of him. As i've pointed out time and time again, he's never been right about anything before, so makes me wonder why the hell people still pay him attention and want to believe him.
 
#21 ·
I'll believe these when they happen, or maybe i wont, no I wont for the simple reason of balance as soon as the alliance rule happen the back of my table edge is gonna get way more killy. 3 of 3 broadside squad+my BA=mega hurt for all concerned in high points games and my tactical squads all being replaced by fire warriors in the rest
 
#24 ·
never played anything but 5th ed, never had a problem with fifth ed, dont know why they are changing the rules personally, I think they should bring all dexes up to speed before re inventing the rules of the game
 
#33 · (Edited)
I don't follow rumors all that closely after the mess regarding this Sisters with two different sources loudly claiming they were correct. If I stumble upon something and don't see it here, I post it. Otherwise I tend to stay away from the mess rumors have become. Basically I don't keep up with rumors enough anymore to be sure what is right and what is wrong when it comes to these things, especially when past rumors have been contrary to what I think.
 
#27 ·
Those rules changes could be cool, and some of the fluff changes are interesting, but I really am not keen on this Tau thing.
 
#28 ·
I nearly broke my iPod when I was using it to read the rumor and got to the Tau part. Then I realized it's the work of a bad troll using random bits of pieces from rumors. It's things like this that make me stop taking any rumor as credible.
 
#29 ·
I do like the idea of tau becoming protected by the imperium - the weakest thing sin the universe which lose pretty much every battle to be the answer to the imperium's prayers.
Tbh it is a good idea, just the fluff may not add up

I don't even know about Mork or Gork so can't comment.

I like the 6s save against psykers, its like magic dispell, the other new stuff seems like bullshit.

What they should do is let u have cover and armour (except if u wouldn't normally get armour) cus if u r hiding behind a wall ur armour doesn't disappear, obviously thought to make it fair, if u get both save then the cover save should be high except when the cover save would normally be lower than armour, at which point it remains the same. Or something like that, it actually sounds pretty confusing reading it back but anyway...

I like that alliances are back... BUT Y R NECRONS ALLYING WITH SPACE MARINE, specifically blood angels, so what the rest of the imperium don't like them but blood angels do? and y r necrons allying with the imperium, they should be neutral except aginst old one races at which point they ally with the opposite team
 
#30 ·
I feel like the building thing could make sense, I mean, it would be a way to get players to buy more crap for their completed armies. Already have a 5k army? Why not buy a bunch of turrets and such to be competitive? When examined through the lens of making more money, it kinda makes sense.

But in all reality, I agree with those that have spoke about not wanting such radical changes; I have really only ever played 5th and have read through 4th rules and quite honestly I think the game runs fine and even most of the dexes work fine when playing with friends. So to do such radical things like pre-measuring (god I hope not) and buildings, I would be highly disappointed. Again, got into it during 5th, can you just like opt out of playing 6th? Thats what I did with DnD when it went from 3.5 to 4 and that worked well.
 
#34 ·
The 6++ vs Psychic Powers is hilariously dumb. It just shits in the mouths of Sisters, and pisses on Wolf Tail Talismans. And as for Collars of Khorne...
 
#35 ·
falcoso: I must disagree with you that the Tau have lost most of their battles. The First, Second and Third Sphere Expansions are filled with Tau victories. In fact the Third Sphere saw the Tau Empire's size increase by 133%. It's just that they haven't been updated since the 4th Edition and typically the big victories are contained in an army's Codex while in others they tend to be on the losing end. Plus unlike the other races, they don't have a personal timeline of battles and significant moments. Which we'll probably seen when they are next updated.

Though I won't deny that if the Imperial gathered a proper crusade to face the Tau that they would eventually wipe them out but it would not be a swift campaign simply because they have been constantly adapting and improving their tactics and technology.
 
#79 ·
falcoso: I must disagree with you that the Tau have lost most of their battles. The First, Second and Third Sphere Expansions are filled with Tau victories. In fact the Third Sphere saw the Tau Empire's size increase by 133%. It's just that they haven't been updated since the 4th Edition and typically the big victories are contained in an army's Codex while in others they tend to be on the losing end. Plus unlike the other races, they don't have a personal timeline of battles and significant moments. Which we'll probably seen when they are next updated.

Though I won't deny that if the Imperial gathered a proper crusade to face the Tau that they would eventually wipe them out but it would not be a swift campaign simply because they have been constantly adapting and improving their tactics and technology.
No yeah sorry I meant when playing actual games, the ones I've seen the Tau have lost (however they have been played by someone who doesn't really understand half the rules properly)
 
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