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6th Edition Rumors (1st Post Updated 22 June 2012)

57K views 573 replies 88 participants last post by  MadCowCrazy 
#1 · (Edited)
With the White Dwarf and concrete information coming in now I've changed this to only reflect the confirmed changes. We've been speculating for a while now, it's about time we actually get to see what's going on, so for ease of reference it's all here (VERY big props to MadCowCrazy for all the hard work in getting this information to us as he didn't give us fuzzy scans that are impossible to read but instead copied it all into a readable format for us):

First up the new psychic powers and some product release information (for clarification: all these generic powers can be chosen instead of the ones in the codex (which races get which powers are listed in the White Dwarf and the BRB) but don't replace powers you don't pay for and are included as part of the unit's special rules/equipment/ect (like Hammerhand for the Grey Knights). From what has been seen so far you don't roll for these but instead choose them when you build your army):

Rulebook: £45, €60, 450dkr, 560skr, 560nkr, 450rmb, 225zl



Battlefield Objectives: The 12 six-sided Munitorum Battlefield Objectives are not dice, but rather a means of representing the location and significance of the myriad Primary and Secondary Mission Objectives used in the Eternal War scenarios. In addition, they can be used to denote the nature of a Mysterious Objective once revealed.



Vehicle Markers: The Munitorum Vehicle Markers are a quick and effective means of determining what damage a vehicle suffers when an attack has penetrated its armour, and serve as a visual reminder of any ongoing vehicle status effects. The set includes four AP 3 damage dice, two AP 2 Damage Dice, 2 AP 1 Damage Dice, two Hull Point counters and two Vehicle Status markers.



Psyhic Power Cards

Biomancy

Smite Range 12" - is a Witchfire

Iron Arm -something about Toughness

Enfeeble within 24" - suffers a -1, treats all terrain

Endurance within 24" - gains the Fe (Feel no Pain?), special rule

Life Leech Range 12" - If Life Leech, immediately, to his starting

Warp Speed - Attacks (Roll

6. Haemorrhage - Haemorrhage is a focussed witchfire power with a range of 12". The target must pass a Toughness test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select another model (friend or foe) within 2" of him. That model must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.



Divination

Prescience - within 12, can reroll

Foreboding - this power is, Counter-attack, full Ballistic, this does not, Overwatch

Forewarning - within 12", a 4+ invulnerable

Endurance from Biomancy listed....

Perfect Timing - have the Ig

Precognition - Hit and To Wound

6. Scrier's Gaze - Scrier's Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can roll three dice and chose the result you want when rolling for Reserves, Outflank and mysterious terrain.



Pyromancy

Flame Breath - Template

Fiery Form - +2 strength, Blaze special

Fire Shield - within 24"

Inferno - Range 24"

4. Spontaneous Combustion

Sunburst - Range 6

6. Molten Beam - is a beam with the following profile Range 12" S8 AP1 Assault 1, Melta



Telekinesis

Assail - Range 18"

Crush - is a f, Roll 2D6, equal to the, automatically, automatic, of a separate

Gaze of Infinity - 24", Deep Strike

3. Objuration - a single enemy, rolls a 6, squadron)., with the H, for each).

Shockwave - Range 12"

Telekine Dome - within 12", invulnerable, power is in effect, AP equal

6. Vortex of Doom - is a witchfire power with the following profile: Range 12" S10 AP1 Heavy 1, Blast* If, when using this power, the Psyker fails his Psyhick test, centre the Vortex of Doom blast marker on the Psyker - in this case, the template does not scatter.



Telepathy

Psyhic Shriek - Roll 3D6, unit suffers, Armour and, caused by

Dominte - within 24", must pass a, shoot, Run, action is fo

Mental Fort(ification) - unit within, regroups

Puppet Master - of 24", as if it was, the Psyker, players control

Terrify - is a malediction, unit within, the Fearless, having the, Furthermore

Invisibility - within 24", Stealth special, gain no benefit, don't see it, Skill 1

6. Hallucination - is a malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).

D6 Result

1-2 Bugs! I Hate Bugs! Something unspeakable has gotten under the victims armour and has begun to crawl around. The unit is automatically Pinned, unless it would normally automatically pass Pinning tests or is locked in close combat, in which case there is no effect.

3-4 Ermmm? All sense of urgency is lost, and the befuddled warrior just stare listlessly into space. The unit cannot shoot, Run, declare charges or strike blows in close combat whilst the power is in effect.

5-6 You! You're a Traitor! Paranoia set in and the panicked warriors lash out at thei comrades. Every model in the unit immediately inflicts a single hit on his own unit, resolved at that model's own Strengths, but using the Strength bonuses, AP values and special rules of their most powerful close combat weapons (if they have any).



Dark Eldar Beastmaster and Beasts in finecast advance order from 14th July

Ork Special characters in finecast, adv order from 14th July

GK Brother Captain, Inquisitor with Power Sword and Bolt Pistol, Inquisitor with Inferno Pistol and Power Sword, adv order from 14th July
Next we have the confirmation of how the game is pushing to allow the players more options and the ability to create those moments that get told and retold:

There is Only WAR!



...has sat decaying upon his Golden Throne, a sad relection of his once-glorious empire. Now the carcass of the Imperium is ready to fall, picked apart as ancient enemies stir and aliens threaten its borders, even as apostates and heretics undermine it from within.



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.
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
Krootox
Available for pre-order July14th


Divination
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.
WD 392 on sale Sat 28th of July.


If you have a question and it hasn't been answered by anything I've written so far then there is simply no answer in the WD. I've gone trough the WD page by page, article by article to fish out as much info as I could. If you dont have your answer you will have to wait for the BRB.
I put GW's high definition video and pictures from their blog to good use and here's what I gathered (everything inside quotes was taken from the rulebook):
Hull Points - "Every vehicle has a number of hull points indicating how much damage it can take before it is destroyed." So I'm guessing it works like wounds, but there wasn't anything listed on that bit about if they can be insta-killed.

Flyers (there was a bunch here but I'm only going to list the stuff I could read all of so I don't misinterpret anything that was only partially visible):
Aerial Support - "Flyers must begin the game as Reserves."

Zoom - "If a Flyer Zooms it has a Combat Speed of 18" and a Cruising Speed of 36"."...."A Zooming Flyer can never voluntarilly move less than 18"." (If it somehow is forced to during it's movement phase it is destroyed)..."Zooming Flyers can make a single pivot on the spot of up to 90 degress before moving."...."Zooming Flyers can not Tank Shock or Ram nor can they be Tank Shocked or Rammed."...."Zooming Flyers can use up to four weapons if moving at Combat Speed or Cruising Speed."..."Zooming Flyers cannot be Assaulted."

Additionally the new rulebook is about 2", putting it at roughly the same size as the Fantasy one.

And both glancing and penetrating hits against armor exist, but how they work were not shown.
MadCowCrazy spent some more time with the teaser video and gleaned more information that I did:

Flyers

Aerial Support
Flyers must being the game in Reserves - it takes time for a Warlord to organise and coordinate air support.

Flyers and Measuring
Flyers have flying bases that suspend them above the battlefield. However, distances are still measured to and from the Flyer's hull, with the exception of the vehicle's weapons and Fire Points, which all work as normal. The base of the Flyer is effectively ignored, except for when:

-The Flyer is being assaulted, in which case the models may move into contact with the vehicle's hull, its base or both.

-Models are embarking or disembarking from the Flyer, in which case the base of the Flyer is used as the Access Point.

Flyers and other Models
Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Flyer, and the Flyer cannot end its move with its base within 1" of other enemy models.

Zoom
Flyers can usually only make a special kind of move called Zoom. Some can also Hover - see page 81. Zooming allows the Flyer to move at fantastic speeds making it very difficult to shoot down, but limiting its manoeuvrability. If a Flyer Zooms, it has a Combat Speed of 18" and Cruising Speed of 36". However, as a certain amount of forward thrust is required for the vehicle to stay in the air, a Zooming Flyer can never voluntarily move less than 18". If a Zooming Flyer is forced to move less than 18" in its own Movement phase, it is automatically Wrecked.

To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90 degrees before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enter the board from reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. A Zooming Flyer can move over intervening units and impassible terrain exactly as a Skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassible terrain. Finally, models cannot embark upon, or disembark from, a Zooming Flyer.

Zoom, Tank Shock and Ramming
Zooming Flyers cannot Tank Shock or Ram nor can they be Tank Shocked or Rammed.

Zooming and Shooting
Flyers have sophisticated targeting systems designed to work at the fastest speeds. Zooming Flyers can fire up to four of their weapons using their full Ballistic Skill if they have moved at either Combat Speed or Cruising Speed that turn.

Assaulting Zooming Flyers
Due to their high speed (and presumably high altitude)...
Zooming Flyers cannot be assaulted.

Leaving Combat Airspace
It's quite likely that a Flyer making a Zoom move will....
the board, either deliberately or by accident. If this happens
the Flyer is said to have left combat airspace - it then enters
Ongoing Reserves (see page 125). A Flyer that leaves combat
airspace must Zoom back on when it returns from Ongoing
Reserves, even if it has the Hover type.

Flyers and Damage Results
Zooming Flyers follow the exceptions given below.

Locked Velocity
If a Zooming Flyer suffers an Immobilised result, its velocity is
locked. A Flyer with Locked Velocity cannot change speed
for the rest of the game, but must continue to Zoom at
Combat Speed or Cruising Speed (whichever it was using when
it suffered the Immobilised result). Once a Flyer's velocity is
locked, it cannot Evade and cannot move Flat Out, however
with Locked Velocity you can still turn before it moves as normal
and if it leaves the board will enter Ongoing Reserves.

Crash and Burn
If a Zooming Flyer is Wrecked or Explodes, its flaming hull
rains down on the battlefield. Centre a large blast marker
over the Flyer - it then scatters 2D6". Any models under the
blast marker's final position suffers a Strength 6, AP- hit. The
Flyer is the taken off the board. If the Flyer is also a transport
any models within suffer a Strength 10 hit with no armour saves
allowed. Survivors are placed anywhere within 3" of the
marker's final position and in unit coherency. Any models that
cannot be placed are removed as casualites.
Allies
Unforeseen alliances happen all the time in the murky world of Warhammer 40,000. The Eldar might assist the Tau in destroying a Tyranid invasion, knowing that if they don't the vassals of the Hive Mind will destroy a Craftworld. An Imperial Guard general might hire Orks of the Bloodaxe clan, little realising that his Chaos Space Marine enemies have already struck a similar arrangement with the selfsame greenskins. The possibilities are endless! From a gaming point of view, taking allies in your army opens up entirely new tactical possibilities, making your already formidable force even more so.

Levels of Alliance
Of course, in the grim darkness of the far future (where there is only war), it's a sad fact that very few armies trust one another entirely - if a all. A labyrinthine history of grudges, wars, campaigns and betrayals (intentional or otherwise) have the....

Allies of Convenience
The tides of war can often throw unlikely allies together
forcing them to work in common cause for a time. Such
alliances seldom last for an entire battle, let alone a campaign
but that brief while can be sufficient for immediate ne...

Units in your army treat Allies of Convenience as enemy
units that cannot be charged, shot, targetted with psychic
powers or have templates or blast markers placed over.
However, if a psychic power, scattering Blast weapon or other
ability that affects an area hits some of these Allies of Convenience
they will be affected along with any friendly or enemy units. This
means that, for example, Allies of Convenience units:

-Can't benefit from the Warlord Trait of an allied ch...
-Cannot be joined by allied Independent Characters

More to come as we get it!
 
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#55 ·
Just talked to the guy who orders the GW stuff to the local toystore and when I asked him about the templates he had been told the news ones will be gray. He wasn't told anything about there being any special templates but I wouldn't rule out GW making some "krimskrams" (swedish, not sure how one would translate it into a single word in english. Basically "adding extra shit that isn't really needed") templates like that did for Fantasy.
 
#62 · (Edited)
Perhaps a box like you get with normal playing cards, the type you play poker and other games with. Pretty much always comes in a cardboard mini box. Though I dont think that's called a leaflet.

I can see a small 1-2 glossy page summary of the lores and/or rules on how you select them during deployment.

Source
redcapscorner said:
I'm a store owner, and I just got off the phone with my GW rep. The GW sales team in the US has had a chance to look through the 6th edition books at this point, and he was able to confirm the following for me. None of this stuff is terribly specific, because he wants this Saturday's White Dwarf to have the big reveals:

1) Wound allocation is going to be radically different, and will make the strategy of equipping differently to game the allocation system ineffective. This lines up with the distance-based allocation rumours.
2) Psychic powers are indeed going to work more like magic works in fantasy. Grey Knights won't be affected much because their codex was designed to slot into this new system, but older books will be affected quite a bit, and the new rules are supposed to make psychic powers more accessible for most factions.
3) Allies are 100% in, and not just for team games. There are definitely, without a doubt, rules that allow you to use models in your list from allied factions. Again, he wasn't specific, but he mentioned that you still needed minimum one HQ and two troops from your book, but beyond that allies are an option.
4) Force organization will be largely the same as it currently is. It's not switching to percentage-based or anything like that.

That's all!
 
#65 ·
Allies are fucking ballsack.
 
#67 ·
you will probaly find a rule in place so that allies can not benifit from any special rules from there allies, much like the rules from the resent GW 40k tourny which allowed allies (which makes me wonder if that tourny was a final test for the allie rules useing everyday gamers, to see who tried the brakethe rules)
 
#70 ·
you're aware that we are allowed to swear on these forums, yes?
 
#72 ·
But i am an angry nerd. :p
 
#76 ·
Problem is that aside from your one army, it will wreck the balance of the game if people just pick and choose the best units from each codex, it can't always be about what would benefit a single army like the nuns with guns, if that were thhe case then it should just be an army rule for sisters
 
#75 ·
Well if they are in as just mentioned Sisters will still only have one troop choice, they could just take a pair of troops and an HQ from an allied faction as well for more diverse capping choices.

Overall I was sort of hopeful for mix-match army allies though it does make it sort of strange for Marines, they share so many models that all you need is a codex and I can run C:SM with DW and RW bikers. Sort of kills the fun there though on the happy side this also makes cheapy HQ choices more interesting because you might not want to spend all your points on an allied HQ just to get a couple units, so I could see running 100 pt'rs or less etc to mitigate points.
 
#78 · (Edited)
If the allies rules are like in the old WH codex then I dont really see how it could unbalance the game. 1 HQ, 2 Troop, 1 Elite, 1 Fast Attack. No special characters and rules from other armies can't benefit your own army.

So create a 2000 point army that contains 1HQ, 2Troops and Allies 1HQ 2Troops with no Special characters that would completely crush another 2000 no allies list.

If the PDF rules released earlier are correct remember the penalties and bonuses allies provide and what races can ally with what races.

Nids allying with Nids to give 2 units the bonuses would be good but then again nids suck enough already that such a small boost would help allot.


Brothers in Arms Benefit – One non-vehicle unit per
Force can select one universal special rule from the list
below; this rule cannot be taken on a unit that already
has it and must be written on the army list for the unit
prior to the event.
• Counter-Attack
• Move Through Cover
• Night Vision / Acute Senses
• Preferred Enemy (must select a codex to be a preferred
enemy prior to the event and write it on the army list
next to the relevant unit)
• Skilled Rider
• Stealth
• Stubborn

Unholy Alliance Penalty – At the start of the first game
turn the Army with the Unholy Alliance rolls a D6 for
each of their units. On the roll of a 1, the unit is shaken
by the presence of their ‘allies’. Non-Vehicle units count
as going to ground and vehicles count as Crew Shaken.
(Note: this still applies if the vehicle could not normally
be shaken)


http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2290501a_40K_Doubles_Pack_June_2012.pdf


I could see allot of people taking Preferred Enemy Grey Knights :p, other than this Stubborn or Counter-Attack is the only thing I think people would even bother with.
 
#79 ·
Well, at the very least I'll be able to play by fluff with a Necron/Blood-Angels army. I might get a few sisters with my Grey Knights and just kill them on turn one...

On a more serious note, I've got a vindicator on sprue that I might just paint for my GKs for fun, but apart from that, I really can't see why I'd add anything...

Phil
 
#81 ·
Alliess would be dumb because it would be yet another rule that benefits the imperium massively and doesn't help Xenos at all. if this rule makes the rule book it will be a whole new generation of marine love. Could you imagine an army that uses te best units from dark Angels blood angels space marine grey knights and wolves? The opness would be out of this world.
 
#82 ·
Conjecture much? The old ally system that Grey Knights and Sisters had caused both armies (the main army and the allied in army) to share the same Force Org chart, limited you to one other army and had a cap of how many units they could take from the other book. I can't imagine that we'll see a far departure from this to be honest. Especially not to a system that turns several Marine books into essentially one super massive SPACE MARINES rulebook.
 
#84 · (Edited)
What about the armies with no allies? I'm not going to bring. Blood angels along with my necrons. I don't want to bring ig with my eldar. It would be so stupid if I had to do this to be competitive.

I'm amazed that they are considering this. I thought the move away from allies with the ordos books was a seriously good.


All I'm saying is that blindly adding in allies is a pretty big decision that could effect the game profoundly. This could likely make a big difference in the game and I just don't trust that gws tested the game properly for this kind of change.
 
#85 ·
All I'm saying is that blindly adding in allies is a pretty big decision that could effect the game profoundly. This could likely make a big difference in the game and I just don't trust that gws tested the game properly for this kind of change.
Last time they did it was far, far from being broken, it could at best bring a non-competitive codex to interesting heights but that's it, already OP armies don't need allies, and those that aren't won't necessarily benefit from them.

And as for this only benefiting the Imperium, well, that's mostly because GW has a hard-on for pauldrons and space jocks and most of what comes out is centred around them and their mary sue captains, but if you count all Space Marines as effectively one army (even though they all have their super special awesome snowflake rules), you get... IG, Sisters and Marines as almost granted to be buddies.

Plus, unless they really go out of their way to make allies as versatile as possible, I would assume that you can take allies from one other codex at a time, at best. Cherry-picking the best units from every codex, as someone already suggested, sounds like overreacting to me, I would consider such an event to be unlikely at best.
 
#87 · (Edited)
Eh, the 2 hqs and 4 troops isn't a legitimate limitation. Maybe at 1500 points its mildly limiting. At higher levels it will make no difference whatsoever.

As for the blood angels, taking them with necrons would be so strong...bloodangela troops are pretty good especially compared to necrons. You'd take your 2 necron troops for your 2 solar pulses and then focus on blood angels. I just don't want armies like this to be the norm.

Basically, all te Xenos could effectively become bling special rules for the marines. I could be overreacting, but my gut tells me it will make the game very vanilla.

Itd be kinda like mtg. Where you can make a cool deck sure but the lore be damned.
 
#88 ·
it will make the game very vanilla. quote]


omfg what does vanilla mean !!??!! and some people use 'dirty' in their army lists every one says it but i cant find out what it means


for instance

somebuthole: my list is very dirty and vanilla
vaz: how is this a dirty list


omg !!!!!!!!!!!!!!!!!!!!!!!!!:suicide:
 
#94 ·
Pulled off of BOLS:

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-
http://www.belloflostsouls.net/2012/06/40k-rumors-11th-hour-confirmations.html
 
#105 ·
Pulled off of BOLS:

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-
http://www.belloflostsouls.net/2012/06/40k-rumors-11th-hour-confirmations.html
Added to the first post. I'm taking salt with these as they seem plausible but until we actually SEE it in the book we're still just taking someone's word that it's in the book.
 
#96 ·
As i said earlier, if the rules from that GW tourny are anything to go by, then allies can NOT benifit from special rules from the parent army, so no, sisters can NOT gain from Vulkans special rules, IG platoons/Vets can not benifit from a grand Masters special rules and a SW HQ can NOT benifit from a sanguinary pristes FnP rule.
 
#97 · (Edited)
As someone who actually used allies in tournies I can honestly say it was NOT op. I ran two 20 woman blobs of SoB troops in an IG mech list, and did mediocre. If anything it actually is detrimental since you can't focus on a single army and utilize it's synergies.

Those whining about allies, did you ever even play a game back in 4th edition with allies when they were legal? Remember how it ruined the game? No? Ok, stop whining.
 
#98 · (Edited)
Depends on the Allies allowed though. Used to just be Sisters or some grey knights could go with imperial factions, and generally the sisters/GKs weren't particularly powerful anyway - sisters didn't get the good faith stuff going, and GKs didn't add much over what an army could normally get unless you were actually going up against daemons. However, the possibility of getting a lash prince, 2 Rune Priests or nob bikers in almost any army would be a different beast altogether (though those units I named will themselves have changed in effectiveness with the new rules, you get the idea).

That said, until we know the full details of what can/can't be done, we can't really see how they've balanced it. Most people are just guessing at this point, and until we get a better indication of what the "Allies" rules entail, we're going to get nowhere in a debate about whether they're a good thing.
 
#100 · (Edited)
I find it hard to believe that they are going to immediately invalidate all the psychic powers in the game with the release of the new psychic system. For instance, we are looking at 35 new powers right? How many powers do we have now? Will they be able to properly represent the powers used by chaos nids orks grey knights space marines and eldar? Maybe but it seems unlikely. I'll be upset if nids are using the same powers as chaos and grey knights.

Allies made sense for the Ordos books because they were just small forces escorted by imperial forces.
 
#101 ·
Allies made sense for the Ordos books because they were just small forces escorted by imperial forces.
I've highlighted the flaw in your argument :crazy:
If we can have Blood Angels and Necrons be allies with GKs bathing in the blood of Sisters of Battle to gain immunity to chaos taint they are already immune against I'm sure allies aren't a huge stretch.
 
#103 ·
I would love allies to be back in. I have a very unbalanced IG force that was built as allies for my Sisters. Now I can possibly intergrate it once more. And maybe even have justification for the Valkyries / dragons I wanted to build...

Hull points, allies, better chance to kill the models you're actually shooting at... I'm liking the sound of this. Less than a week to go, and I'm starting to get eager :biggrin:
 
#104 ·
Some stuff posted from the WD on a local forum

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.
 
#110 ·
Some stuff posted from the WD on a local forum

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.
Added to the first post. So the Munitorum dice will be manditory. Are we moving from using charts and instead dice for vehicle to determine results perhaps?
 
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