Gerüchtesammlung - Warhammer 40000 - 7. Edition

Status
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Die Collectors Edition enthält wohl folgende Artikel:

40k Regelbuch (aufgeteilt in drei Bände)
Visions of the Dark Millennium (ein zusätzliches Artbook)
Die Psikarten
Die Missionskarten
Ein großes Poster in einer Mappe
Siegespunktmarker

Nur englisch, 250€.

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Ich weiß nicht, wo das mit der Tabelle herkommt, aber wenn ich den Artikel hier lese:
http://daemons40k.blogspot.de/2014/05/new-psychic-info.html
liest sich das so, als ob man eventuell nen Lebenspunkt verliert und das war's.

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http://daemons40k.blogspot.de/2014/05/new-psychic-info.html

Drittes Bild, obere Hälfte, linke Spalte, ziemlich weit unten.

Im Unterpunkt Malefice Daemonlogy:
"... Use Summoning every turn of the game that you can, and attempt to manifest it with at least six dice. Yes, it's very dangerous, but the payoff is huge. Any doubles will cause a Perils of the Warp test, but you can usually survive one of those anyway (assuming your psyker has 2 Wounds), and if you roll less than six dice you're not really giving yourself a fair chance of rolling the three successes you need to manifest the power. ..."

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Es sieht danach aus des jeder Deny wurf nur einen anderen negiert.
Schwieriges Gelände - 2 auf Movement

http://natfka.blogspot.de/2014/05/collection-of-7th-edition-information.html

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http://www.belloflostsouls.net/2014/05/40k-7th-even-more-rules-and-psychic.html


Other 7th Edition Stuff
Wound allocation is now resolved on a weapon by weapon basis, so for example, no more flamers removing models 2 feet away.

Snapshots are resolved at -2BS

The vehicle damage chart has been altered to make vehicles slightly sturdier. They only "explode" on a 7+

Difficult terrain now reduces the attackers' charge distance by -2 inches.

Battle-forged Troops have scoring priority over non Troops units. They can claim objectives from non-Troop scoring units!

Ignore Cover is -2 to the targets's normal cover save



Psychic Phase Info


Any psyker who selects all of their powers from a single discipline are granted the Primaris power for free.


Gary's anonymous source says:

Psychic tests are no longer leadership tests. You generate your total pool, allocate dice to cast and then roll them. 4+ succeeds. X number of successes are needed to cast the power. 3 successes, for most.

Certain things can give you a 3+ on the dice, like having an affinity with the discipline. 2 or more 6s you peril. So you can still fail to cast and perils but typically if you got 2 6s you should have passed.

To stop a power, allocate your warp charge dice and roll deny the witch. 6+ to succeed. 5+ if you have a psyker. +1 if they have a hood. +1 if you're a higher mastery level and nearby the unit being affected. Even powers that do not effect you can be stopped, like blessings.

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Ich kopier mal meinen Post ausm Eldarforum hier hin, ist ja nicht nur für Eldar relevant:

Hier ein Video zur Psychic Phase: https://www.youtube.com/watch?v=RDDcX8a-9uA&feature=youtu.be
Stoppt mal bei 1:12 und lest euch den 2. Abschnitt zu Witchfire durch .... jetzt mehrere pro Phase und auch noch auf unterschiedliche Ziele und dazu noch seine normale Waffe auf noch eine andere Einheit abschießen, was geht ab Oo alter

Werden mehr Warppunkte eingesetzt, als benötigt, darf man sich das Zielmodell aussuchen ... 😀 wird ja immer besser

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Ich habe WDW 16 Bilder (auf Deutsch) gesammelt und auf meiner Facebook Seite gepostet, wer also Lust hat ist herzlich eingeladen. Ganz klein in der Ecke ist auch zu lesen dass in naher Zukunft eine Version der neuen Regeln im „Sturm der Vergeltung“ Starterset enthalten sein wird. Also vielleicht doch keine 7. Edition? Auf jeden Fall bedeutet das dann „keine neue Grundbox“!

https://www.facebook.com/MedMekz#!/MedMekz

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http://natfka.blogspot.de/2014/05/the-psychic-phase-new-terminator.html

Das letzte Bild. Durchlesen und rumlolen. Man darf danach rennen, Turboboosten, schießen - alles.

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Neuer Termi-Captain: http://www.gw-fanworld.net/showthread.php/200427-Diskussion-Neue-Edition-von-Warhammer-40-000-ab-dem-24-Mai-im-Handel?p=3191577&viewfull=1#post3191577

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Hab gerade im Englischen Forum gelesen das wohl Schwere Waffen kein Abwehrfeuer mehr Geben können.
Das würde Davas wieder zu Nahkampf opfern machen und ein Stein Schere Papier- System einführen

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Zitat: Draichnyr na Khaine - aus dem Warhammer board

Also so steht es im neuen White Dwarf, der für den 17.05. Mein Händler hatte den wie gesagt schon und ich hab es gelesen. Ich kann dir mal genau aus dem Text hinaus zitieren: " Also, ja, du kannst eine Warhammer-40000 Schlacht mit einer völlig willkürlichen Armee spielen. Du kannst Space-Marine Protektorgardisten, einen Blutdämon des Khorn, eine Exocrine, einen Sturmflut Kampfanzug und Eldar Gardisten als deine Armee wählen. Das ist ein ziemlich sinnloses und extremes Beispiel, und damit machst du dich bei deinen Gegner nicht beliebt." Wörtlich so im White Dwarf.

Wenn das stimmt dann gute Nacht. -_-

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Bevor es noch zu Streitereien und Handgreiflichkeiten kommt, zurück zu wahren Gerüchten!
mehrere WDW-Bilder hier: https://www.facebook.com/BlogForTheBloodGod
 
Ja, die Missionskarten sehen toll aus. Wenn man eine Allrounderarmee spielt. Freu mich schon, wenn ich mit den Tau die Challenge-Karte ziehe. Hoffe bloß, man kann einmal pro Zug freiwillig eine Karte ablegen und eine neue ziehen. Eine Einheit sinnlos im Nahkampf zu verheizen um einen Siegpunkt zu bekommen kommt mir zu teuer vor.


Zur "guten" Dämonologie habe ich noch nichts gesehen.




Das hier finde ich ja auch super:




Ziemlicher Dreck, falls das so kommt. FMCs und Imperium lachen sich natürlich ins Fäustchen, übers Brett geflogen, Hover-Mode und gepunktet.
Vector Strike war vorher schon op. Das ganze jetzt noch auf AP2 zu reduzieren muss ein Witz sein. Selbst wenn zukünftig Deckungswürfe dagegen erlaubt sind (was immer schon Sinn gemacht hätte), ist es immer noch behindert.
Das mit den Grounding Checks war ja vorher schon mal geleaked worden. Das Markerlights und Suchscheinwerfer keine Absturztest auslösen wäre okay gewesen und hätte erratiert werden können. Dass man jetzt wunden muss für einen Test (und der Test ggf. dann nur einmal erfolgt, unabhängig von der Anzahl der Wunden und verursachenden Einheiten) ist zu gut. Hoffe nur, dass der Absturztest schwieriger wird und schlimmere Auswirkungen hat.


Hier die Quelle: http://www.belloflostsouls.net/2014/05/40k-7th-rules-just-wont-stop.html


Das mit den Jink-Saves und Snapfire finde ich so lala. BtW: Hatten die Eldar nicht so ein Ausrüstungsteil für Fahrzeuge (Geistermatrix?) die irgendwie Einfluss auf Snapshots nahm?


Hinsichtlich der Skyfire-Regel: War das nicht bisher auch schon so, dass man auf Bodenziele nur mit SnapFire schießen konnte, wenn man Skyfire nutzte?


Nutzung von Transportern durch BattleBrothers. Könnte mir gut vorstellen, das z. B. DE BB für Eldar werden (wenn sie es nicht schon sind). Hatten sich Eldar nicht immer beschwert, dass Banshees und Skorpione scheiße wären, wegen fehlenden Sturmfahrzeugen? Da wäre die Lösung.
 
So... the 'sample' of the iBook version is available. No real rules, and frustratingly its in the wrong order (with the rules at the back), but Book I: A Galaxy at War comes across as the biggest %&*^*&^ waste of paper/electrons I've ever seen. First, it delivers a sermon on The Hobby and a personal and touching experience it all is, then... it wanders into advertisements (plus a weird blurb about the universe that included the phrase 'selfless heroes' which made me laugh, then feel bad about how little the writers know about the universe). I'm not kidding about the ads, however.

After the Hobby Sermon, there is 'Exploring the Legends': Codexes (yes, 'xes') "if you're interested in delving deeper into a particular army or character, your next port of call should be a codex." Uh, or, you know, playing this game you bought. Then codex supplements, for even deeper exploration. Then digital editions, data slates, black library, Strike for Damnos (for... reasons?).

The next section is Painting Your Collection, which includes a bit on assembly, a mention of conversion and then... the Citadel Paint System. The How to Paint Ciadel Miniatures guides. Digital Editions thereof. White Dwarf.

And then galleries (chaos marines, at least for the sample version).

And that is book I in a nutshell. Apparently the reason there is no 'Beginners Guide' on the new Webstore, is because they are selling you the beginners guide (to THE HOBBY, though not the game) packed as the first third of the main rulebook.

Book 2 is just the same retread of the same history with whatever minor adjustments- sample talks about the imperium somewhat. I couldn't be bother to more than glance at a sample extract of a history that I've read multiple times before

Book 3's sample just gives the basic layout of the book. And helpful notes that essential rules points will be highlighted in "bold, like this." And a horrible black sidebar called 'Forging A Narrative' will randomly pop up to fill space.
But the rules sections are:
Core Rules
Unit Types
Battlefield Terrain
Preparing For Battle
Appendix
Reference http://www.warseer.com/forums/showth...92#post7163992

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via an anonymous source on Faeit 212
There will be new paint sets coming out so a base, layer, shade, glaze, texture sets. There is also a new space marine box set and imperial guard box set. One is called space marine ultra strike force and the other is called Astra Militarum Scions set ( cant remember the full name). http://natfka.blogspot.de/2014/05/ne...arly-look.html
 
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Zitat von archibald_tk auf Warseer
I suppose I may dump a few info here unless someone already did it before. This is what I recall with my goldfish memory:

- Snapshots are at BS1 sorry.
- Psykers level, Iron Will... only affect abjuration when you are targeted by the power, dispelling blessing requires natural rolls of 6, have fun.
- Chariots now gives relentless to the passenger, their rules were totally reworked so that they are more of a single entity with their passenger.
- Peril table, only a third is a real issue and a decent leadership severely diminish its impact. worse, one effect turns your psyker into superman for a turn. Another drains psychic dice for both players.
 
via an anonymous source on Faeit 212
Here's the releases for next week which include the new terminator captain that's been spotted. I have no info as regards to if the captain will be available separately.

SPACE MARINE STRIKE FORCE ULTRA
MILITARUM TEMPESTUS STORM SCIONS

CITADEL HOBBY STARTER SET
CITADEL BASE PAINT SET
CITADEL LAYER PAINT SET
CITADEL DRY PAINT SET
CITADEL SHADE PAINT SET

And here's the description of what's inside the 1st 2 items.

Militarum Tempestus Storm Scions - Available Whilst Stocks Last
25 Tempestus Scions
one Officio Prefectus Commisar
one Valkyrie
2 Taurox Primes.
RRP £175 / €225 / US$285 (approximately 20% Discount)

Space Marine Strike Force Ultra - Available Whilst Stocks Last -
10 Space Marine Terminators
10 Space marine Assault Terminators
one Venerable Dreadnought,
one Stormraven Gunship
One Land Raider Crusader
one brand new Space Marine Terminator Captain
RRP £190 / €250 / US$325 (approximately 25% Discount) http://natfka.blogspot.de/2014/05/de...his-weeks.html

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Einfach mal ein wenig 4chan spammen. Überlegt euch selbst wie glaubhaft das ist:

-Sanctic:
Primaris – Banishment -> anti-demon (-1 invuln)
Gate of Infinity
Hammerhand
Str D Vortex.
Sanctuary, iirc makes demon within 12″ all move through difficult terrain.
Cleansing Flame (some nova)
One more spell, you target an opponent, both roll dice and add to ld, if you’re higher than him, he auto losses a W, no saves.

-Precision shot is a USR now, so guards need 6s to do precision after that Order.

-Str D now only ignores all saves on a six. If not a six, the Str D weapon profile’s AP is followed. Str D is also assumed to be S10, so T6+ will be safe from ID.

-Deny the Witch for passive spells, like blessings are denied on a six. However offensive/directed/maledictions spells that target you, is a different matter, your DTW rolls can be improved by brother ofpsyker +1, psyker mastery level being higher than the offensive caster+1 and adamantium will +1. So you could technically go up to a 3+ dtw against offensive powers.

-Smash, only one attack. rest of it same.

-Vector Strike. 1A only unless against a flier -then D3, AP2 Ignore Cover.

-Ignore Cover – No change.

-ICs cannot be in the same unit as a MC anymore.

-Telepathy Powers Invisisbilty – makes others snapfire at you. Shrouding – gives you shrouded only.

Prescience is still a Primaris

- mc's cant be joined by ICs, flying MCs cannot charge the turn they change flight mode

-Jump infantry now can use the jumpack both in movement and assault phases. Also it has jink.

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War das schon?

image via DakkaDakka: 5-20-2015

The Discipline of Daemonology

"Unless otherwise noted, all Psykers, other than those belonging in the Tyranids Faction (p.118) can generate powers from the Daemonology Discipline"

Sanctic Powers

"Psykers from Codex Grey Knights can manifest Sanctic powers as they would any other psychic power, but they cannot generate Malefic powers at all.

All other Psykers that attempt to manifest Sanctic powers suffer Perils of the Warp (p.25) on a Psychic test that includes any double, whether the Psychic test was successful or not."

Malefic Powers

"Psykers wit the Daemon special rule can manifest Malefic powers as they would any other psychic power, but they cannot generate Sanctic powers at all.

All other Psykers that attempt to manifest Malefic powers suffer Perils of the Warp (p.25) on a Psychic test that includes any double, whether the Psychic test was successful or not."





http://www.belloflostsouls.net/2014/...ogy-rules.html
 
Zumindest kannst du allles aufstellen, ob und wie die nachteile aussehen wenn du dich mit "nicht Waffenbrüdern" ,insbesondere "Come the Apocalypse" Modellen, verbündest wurde bisher noch nicht gepostet (zumindest nicht soweit ich weis).



über Faeit findest du sie noch:

http://natfka.blogspot.de/2014/05/tyranids-can-now-ally-leaked-allies.html

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via an anonymous source on Faeit 212
Here is a link to the leak
http://www.lounge.belloflostsouls.net/showthread.php?39686-Warhammer-40k-7th-ed/page54

Armies of the Imperium
Battle Brothers: Armies of the Imperium,
Allies of Convenience: Eldar
Desperate Allies Dark Eldar, Tau
Come the Apoc: Everything else

Chaos Daemons
Battle Bros: CSM, Chaos Daemons
Allies of Conv: None
Desperate Dark Eldar, orks,
Apoc: Everything Else

Chaos Space Marines
Battle Bros: Chaos Daemons, Chaos Space Marines
Allies of Conv Necrons, Orks
Desperate Dark Eldar, Tau
Apoc: Everything Else

Dark Eldar
Battle Bros: Eldar, Dark Eldar
Allies of Conv None
Desperate Orks, Tau, Armies of the Imperium, Chaos Daemons, CSM
Apoc: Everything Else

Eldar
Battle Bros: Dark eldar,
Allies of Conv: Armies of the Imperium, Tau
Desperate, Orks,
Apoc: Everything Else

Necrons
Battle Bros: Necrons
Allies of Conv: CSM, Tau
Desperate Orks,
Apoc: Everything Else

Orks
Battle Bros: Orks
Allies of Conv: CSM,
Desperate, Daemons, Dark Eldar, Eldar, Necrons, Tau
Apoc: Everything Else

Tau
Battle Bros: Tau
Allies of Conv: Eldar, Necrons
Desperate Armies of the Imperium, CSM, Dark Eldar, Orks
Apoc: Everything Else

Tyranids
Battle Bros: Tyranids
Allies of Conv: None
Desperate: None
Apoc: Everything Else
 
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Zitat von PhiSt
So... gerüchteweise haben erste Leute das Regelwerk in den Händen:

zu Perils: Die Kraft kommt durch, auch wenn man Perils erleidet. In den meisten Fällen verliert der Psioniker nur 1 LP, im schlechtesten stirbt er nach verpatzem Moraltest, im besten bekommt er 3++ und zusätzliche Sonderregeln

Gute Dämonologie ("Erhabene Psikräfte"):
- WC 1: Tor zur Unendlichkeit ist da jetzt auch drin (stirbt keiner mehr beim Pasch)
- WC 1: die Einheit erhält + 1 auf ihre Retter;
- WC 1: Hammerhand: +2 Stärke für die Einheit;
- WC 1: eine Psikraft wie das alte Mentale Duell, maximal 1 Wunde ohne Schutzwurf;
- WC 2: Irgendne Schussattacke mit kurzer Reichweite; 9" 2w6 Schuss, 5/4 ohne Deckung und Sellenbrand
- WC 3: Vortex of Doom als D-Waffe mit DS 1 und Warpfeld (was auch immer das ist)

Biomantie: WC 1: Ironarm gibt + 3S/W und wuchtige Hiebe, KEIN ewiger Krieger mehr

Leitender Geist hat jetzt WC 2.

so mehr hab ich grade nicht zur Hand...
Wenn du die Q&A von Faiet meinst dann sei vorsichtig mit den Infos. Die Einträge wurden wegen Trolling und falschen Aussagen alle gelöscht.

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Für alle die es interessiert die Malefic Powers.

Die sind im ersten Bild an 13 stelle. Also das Header bild bei dem man Scrollen kann.

Schon mit der Primaris Power kann man ein 10er Trupp dämonen herbei beschwören.
Auch cursed earth fügt sich wunderbar zu meiner Dämonen Armee hinzu +1 auf den Inv und stackt mit allen anderen Bonis. also in kombo mit dem Grimore? (Dem Buch) kommt man dann schon auf +3 also einem 2+ Inv Save. Das hatte ich sonst nur wenn die Würfelgötter es beim Warpsturm besonders gut mit mir meinten.



http://bloodofkittens.com/blog/2014/...k-rules-52014/

Sehe gerade das überschüssige Wunden aus einer Challange auf den Trupp übertragen werden. Das ist neu für mich.
 
via an anonymous source with the book on Faeit 212
OK, the vehicle damage chart really is simple, but has a few surprises.

1-3 Crew Shaken: vehicle only firing snap shots like normal
4 Crew Stunned: vehicle only firing snap shots and cannot move or pivot. Zooming flyers cannot turn and must move 18".
5 Weapon Destroyed: as normal and if all weapons have run out of ammunition or or already destroyed count as immobilized
6 Immobilized: Chariots count as Crew Stunned, Flyers 1-2 flyer crashes with Crash and Burn rule. 3+ it counts as crew stunned.An already immobilized vehicle suffering another immobilized result loses an additional hull point.

7+Explodes: D6 radius for a Strenth 4 hit on nearby units. vehicle destroyed

Crash and Burn: lg blast and scatters 2d6 for S6 hits.

Wrecked vehicles are those that lose all their hull points. becomes scenery
 
via an anonymous source on Faeit 212
Perils of the Warp
1. Dragged into the Warp: Psyker takes a leadership test, if passed suffers 1 wound or glancing hit no saves.if failed he is removed as a casualty and his unit takes d6 S6 AP1 hits. The hits come from the psyker for allocation
2. Mental Purge: Psyker suffers 1 wound/glancing hit no saves. randomly select one power from the psyker. its lost for the rest of the game.
3. Power Drain: Psyker suffers 1 wound/glancing hit no saves. if its the psychic phase, both players lose d3 warp charge points
4. Psychic Backlash: Psyker suffers 1 wound/glancing hit no saves.
5. Empyric Feedback: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed no effect.
6. Warp Surge Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed psyker gains a 3+ invul, fleshbane, armour bane, and smash until the next friendly psychic phase.
 
Wenn das hier too much werden sollte einfach löschen.

>Units confer Infiltrate to their Dedicated Transports

>Jink is 4+ now, but you have to declare it and can only fire snap shots afterwards

>FNP is the same

>Battle Brothers can ride in ally transports, but can not be deployed in dedicated transports

>No unit can attempt to manifest the same psyhic power more then once per Psychic phase

>Skilled Rider the same

>Hit and Run the same

>Can only assault from vehicle if it's an assault vehicle

>Can't assault from Outflank

>There is a start of turn phase now that takes place before movement

>Can reserve as much as you like, distinction between rolling for reserves and moving them on, roll first than move

>Battle-Forged allows you to take as many detachments as you'd like, assuming you meet the requirements of 1 HQ and 2 Troops

>Shrouded is still 2+ cover save

>Can still default to Primaris

>Glance and Pen take off 1HP

>Night Fighting gives everyone Stealth

>Terrain has seen some tweaking. There is no Area Terrain, for instance. Each kind of purchasable terrain kit that GW sells has its own unique rules. Moonscape craters, for instance, provide only a 6+ cover, and are -not- difficult ground! In general, -moving- through difficult terrain is entirely unchanged. Assaulting through it takes 2 off your highest roll, but is otherwise the same. The generic Mysterious Terrain table is a thing of the past, but future Terrain kits may be released that have the Mysterious Terrain rule attached them... in such instances, they will have their own unique tables. The Crashed Aquila Lander kit, for instance, has a table unique to it.

>Cover, by and large, is unchanged. Focus Fire, as a rule, is no more; and cover saves are granted on a model by model basis. Is it in cover (25% obscured?) from the shooters POV? If so, then yes, you get a cover save. If not, then no. The exceptions to this are clearly defined. Ruins, always grant cover if you are -inside- them, regardless if you're physically obscured or not. Same for Twisted Copses (citadel wood) and Craters.

>+1 cover save for vehicles if you can see a part of the vehicle, (therefore allowing you to shoot it) but you can't see the facing of the vehicle that you lay in arc of is still in, just as it was before. The rumor that vehicles could not claim cover from Infantry was a falsehood; however Vehicles are the exception to the above "if you're -in it- you get cover" rule associated with Ruins, woods, and craters. They must still be 25% obscured to claim cover.​


>Vehicle Wreckage (0 hull points) is, you leave the vehicle in place. It is now Difficult Terrain. Unless otherwise noted, a model taking cover behind Difficult Terrain gets a 5+ cover save. Explodes results, on the other hand, to not instruct you to place a crater. You simply explode, and remove the model (after resolving the explosion effects)

>Ruins, and the overall -absence- of "Area Terrain" do not provide you with a +2 cover for going to ground within them. They are difficult, they provide 4+ cover for those inside, regardless if they are 25% obscured. Nothing more. Now...the specific Ruins...Basilica Administratum, Sanctum Imperialis, Shrine of the Aquila....they are the exact same...but each have their own unique special rule. You and your opponent may choose to ignore these rules.

>The datasheet rules in Stronghold Assault for each piece of terrain is used for those pieces. Defense Lines and Barricades, in general, provide a 4+ cover. Defense Lines (aegis and wall of martyrs) provide +2 to cover if you go to ground behind them/within them...so there is still plenty of 2+ cover. Walls, barricades, and defense lines you are behind (in contact of) count you as being in contact with an enemy who charges them. (i.e. that enemy need not charge all the way to your models, just the barricade they are hiding behind)

>I can find no reference to a limit on how many units may be held in Reserves.

>Nightfighting has been simplified to be an option that either player can invoke in a mission where that rule is used. If neither does so, there is no Night Fighting. If one does, it is rolled for only on game turn 1. On a 4+ -everything- has Stealth. Simple...no?

>Each piece of purchasable Citadel Terrain has its own unique rules. Sanctum Imperialis, for instance, or Moonscape, or "Twisted Copse" as they call the Woods. Shrine of the Aquila...all have unique rules.

>Also, there are no longer any guidelines on restrictions or maximums for amount of terrain on a battlefield, or how to deploy it. It is left up to player preference and agreement. (which I vastly prefer)

>Factions is a term that refers to what most players are accustomed to calling "Race" or sometimes more vaguely, "Army"; but is perhaps better interpreted as "Codex". Imperials is -not- a Faction. Adepta Sororitas, Astra Militarum, Imperial Knights, and each type of loyal Space Marine are all individual Factions; for instance.

>The only time this is of particular import is when you are building a Battleforged Army; as your "Combined Arms Detachment" (what we recognize as the standard FOC) must consist of units only from a single Faction (codex)... or, alternatively, -no- Faction. (an option that I suspect will become available somewhere down the line) Savvy?

>Furthermore, your "Allied Detachment" (which is identical to what we know already) must include units only from a single Faction, and that this Faction must be a different one from your "Primary Detachment".

>All in all, it looks as though Combined Arms Detachment, and Allied Detachment are the -only- detachments so far...but that there will be others...and they will have their own, unique, FOCs. They will also have their own requirements and Command Benefits. Some Detachments, for instance, may have the requirement of needing to consist of units taken solely from the Orks Faction...

>Formations, consequently, are also Detachments, but of a very special kind. Formations, consequently, are the -only- kind of Detachment that an Unbound army may take.

>Lastly, with regards to Factions, is that each Codex Supplement is specifically the -same- Faction as the Codex that it is a Supplement for. Codex: Clan Raukan -is- the same Faction as the Space Marines Faction. Codex: Iyanden is the same Faction as the Eldar Faction. So yeah, you can't have an Allied Detachment of Crimson Slaughter to your Primary Detachment of Chaos Space Marines...but you really don't need to...you can take a Crimson Slaughter Combined Arms Detachment instead.

>[USRs] Some have been altered for simplicity. Split Fire and Counter Attack, for instance, no longer require the LD test they did before. Most are identical, but some have been tweaked. Rampage, for instance, no longer grants any benefit in the case of a Disordered Charge. The best change is that most of the rules are very clearly written, with regards to how they interact with one another, obscure rules, and special situations. Most of the USRs are entirely self-contained, and do not require that you reference other sections of the book to decipher them. Precisions Shots is now a USR, rather than an addendum attached to the Character section. Vector Strike is 1 hit, or D3 against things high in the air. All in all, nothing ground breakingly different.

>Soulblaze is unchanged.

>Deepstriking vehicles count as moving Combat Speed, rather than Cruising.

>Walkers have Hammer of Wrath, and neither they, nor Monstrous Creatures, nor anyone else have a forbiddance on climbing up levels of ruins...at least not that I have found.

>No assaulting out of stationary vehicles unless they are Assault Vehicles (open-topped still are Assault Vehicles, btw.). However, you may assault after disembarking from a building.

>Battle Brothers may now ride along in one another's transports.

>You may have -any number- of detachments in a Battleforged army, but each unit must belong to a Detachment, and no model may belong to more than one detachment at a time.

>You may assault on turn 1. Scouts and Infiltrators may not assault on -their- first assault phase if they make use of their special deployment rules. Clarity: If you infiltrate and take -even the bottom- of turn one, you may not assault.

>Also, yes, Smash is 1 attack only.

>Warlords are no longer always those with the Highest Ld in your army. It can be -any- Character model you choose. Yes, this means a Sergeant can be your Warlord.

>The 3 Warlord Trait tables we know are changed to be much more useful (generally speaking), and they've added a 4th table to go hand in hand with the new Objectives system incorporated for the Maelstrom of War scenarios.

>Heavy Vehicles are better at Ramming (which is different now in that distance moved does not factor into the strength of the attack) but have no further ability to prevent Ordinance Weapons from making them Snap fire.

>The rumor of Snap Shots being -2 BS is....BS.

>The rumor of consolidating into a new combat is also BS.

>I could find no restriction on Monsters or Walkers moving up and down levels of Ruins, beyond the normal "model must be able to fit".

>There is also no more "area terrain". Craters are not difficult ground, and provide a 6+ cover, but maintain the +2 to cover saves for going to ground instead of +1. Trees are difficult, and provide a 5+, but lack the +2 to cover for going to ground.

>Chaos Psykers -always- get the Primaris power associated with their respective deity, in addition to their other powers.

The only real -change- I can see in Assault revolves around Challenges. Overkill wounds from a Challenge spill over to the surrounding combatants now instead of going to waste.

Moral Support is gone (no more re-rolls based on how many models are left out of the fight).

All in all though, it is much more clearly written. This is not the edition where a Chainsword is more powerful than or as important as the Bolter. Still very much a close fire-fight style game.

Unless the charged units have gone to ground, or the assaulting unit has Assault Grenades. Just like before. Biggest change there is that there is no more 3D6 drop the highest. It's just -2 to your roll.

A good example of the clarity of this new book is here as well. They specifically write that you must attack at I1 -regardless of other Initiative Modifiers-. No more confusion on if my + Initiative effect occurs before or after I drop to I1. Very clear.

It's also worth noting, on the wording of your question..."subsequent" assault phase...
The Assault Phase is still divided into two sub phases. The Charge sub-phase, and the Fight sub-phase. If even a single model in a unit -charges- through difficult terrain (in the Charge sub phase), the -entire unit- fights at I1 in the Fight sub-phase of that same Assault Phase.

Turn is start of your turn, movement, psychic, shooting, assault, end of turn.

Turn still refers to player turn.

True Line of Sight still exists.

Unit coherency is 2" as per normal; 6" vertically.

Psykers can know more than their mastery level of powers ONLY if stated otherwise. Otherwise number is as per mastery level.

Psychic focus - generate all powers from one discipline (even one power); gain primars. If you gain another power from another discipline, lose psychic focus. Powers not part of a discipline do not count against this.

Chaos psychic focus - mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.

Powers generated beofre game and done openly. YOu choose the order generated.

Same as before - choose a discipline, roll a D6.

Generating warp charges - player turn rolls a D6; each player gains D6 warp charges. Player turn adds all mastery levels of psychic units (this includes!!!!!!! psychic pilot and brotherhood of psykers).

Delcare a target and make a psy test followed by a deny the witch

psykers on transports still generate charges and can only target enemy with witchfire and only if with fire point. Cannot attempt to manifest ANY other powers.

Cannot psy power target a unit in a transport.

Taking psy test - declare how many warp charges you are spending and then remove from pool. Roll a number of D6 equal to points expended and for each 4+, you get one Warp charge point. If total is greater than or equal to the cost for the power, the psy test is successful.

Deny the witch is essentially the same (6+, +1 for being a psyker, +1 for higher mastery level, 1+ Adamtin will) but must equal or exceed the number of successful warp charges.

You can nullify blessings and conjurations; same process but without bonuses.

Psy hoods allow the wearer if within 12" to attempt to nullify the power as normal. Can only be used inside a vehicle if against vehicle.

BS6+ still works as before

snap shots is BS1.

Snap shot BS can be modified but only if rule states can modify snap shot BS

Cannot declare charges against unreachable units or units it cannot see.

Overwatch is the same.

2D6 still for charge distance.

-2" for charging through terrain

All garg creatures have stomp and unstoppable.

Vehicles are WS1

Rear armor in assault

Glancing counts as 1 wound and pen as 2 wounds for combat results

Transports bought for units count as their respective FoC

CHANGE - damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot

Jink - declare before to hit rolls are made, all models gain a 4+ cover save but can only snap shot

Dozer blades +1 to AV WHEN RAMMING

Wounds from challenge carry over but the challenge remains ongoing until end of combat phase.

Acute senses - same
AWill - same
ATSKNF - no more extra 3" on regroug
Assault vehicle - can assult from vehicle unless it arrived from reserve that turn
Armourbane - roll additional D6 for armor pen
Blasts - same with apoc crap thrown in
Blind - failed I; WS/BS1 until end of their next turn
Brotherhood - covered
Bulky / Very / Extremely - 2/3/5 for transport capacity
Barrage - same
Deep Strike - same
Concussive - I1 if hit by this until end of next assault phase
Counter-attack - same
Crusader - 2 dice for run, pick one; +D3 for sweeping advance
Daemon - 5+ invul and fear
D-weapon - 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds - no saves only from 6
EW - immune to instant death
Fear - Ld test; if failed WS1 for remainder of fight sub-phase
Fearless - same
FNP - 5+ same
Fleet - same
Fleshbane - Same
Gets Hot - same
Force - psy power as discussed
Furious Charge - +1S; no if disorderd charge

Graviation - same as SM book
Hammer of Wrath - models strength
Hatred - same
Haywire - same
H&R - same
Ignores cover - Same
Instant death - same
Infiltrate - same (as is outflank)
Interceptor - same but nothing to help shooting at ground targets
IWND - same
Jink - discussed already
Lance - vehicle armour values count as max of 12
Master-crafted - same
Mighty Bulwark - same
Melta - says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock - reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter - same
Move trhough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision - ignore Night Fight
Pinning - one or more from a weapon once firing unit has finished (one per unit)
Poisoned - same
PotMS - cannot be used if flat out or smoke lauchers used
Precision Shot - same
Preferred Enemy - same
Psy Pilot - discussed

Psyker - discussed
Rage - +2 on charge
Rampage - +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless - same
Rending - same
Repel the enemy - charge on turn disembarked from building
Sentry Defense System - can auot fire with weapons even if unoocupied
Shred - re-roll failed to wounds
SHrouded - +2 cover
Skilled Rider - +1 cover to Jink, ignore dangerous
SKyfire - normal BS against air; snap against ground
S&P - same
Smash - all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper - same
Scout - same looks like

Soul Blaze - same
Specialist Weapon - same
Split Fire - no ld check required
Stealth - +1 cover
Strafing run - same
Strikedown - same
Stubborn - Same
Superosnic - same
Swarms - same
Tank Hunters - against vehicles
Templates - looks same
Torrent - same
Twinlined- same
Twohanded - no +1A
Unwiedly - I1 unless MC/Walker
Vector Dance - second pivot
Vector Strike - 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex - looks same
Zealout - looks same.
 
via an anonymous source on Faeit 212 that has the book.
D-Weapons look like this.
Vehicle or Building
1 model is unharmed
2-5 model suffers d3 hull points
6 model suffers d6+6 hull points. No saves of any kind allowed
Non-Vehicle
1 model is unharmed
2-5 model suffers d3 wounds
6 model suffers d6+6 wounds. No saves of any kind allowed.
 
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