W40k-6th Edition kommt 2012 !

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Sry für die ganzen Post, aber das muss sein für alle Nidenspieler 😀

Also, Rending. Has it changed at all?

[–]Rixitotal 2 points 8 hours ago
auto wounds and is AP 2. +D3 against tanks


Juhu.
EDIT: Während E-Waffen mit DS 3 abgestraft werden gilt für Hornschwerter (keine Einteilung im Regelbuch möglich), dass was im Codex steht: "...ignorieren Rüstungswürfe" 🙂

Edit2:
I have a few flyer questions. Is it true they MUST start in reserve? How does one switch between zoom and hover mode? Can they hit other flyers normally, or do they snapfire at them? Do they get to move flat out during the shooting phase in hover or zoom modes?
BTW, thanks in advance. It's really awesome that you are doing this.

[–]Rixitotal 2 points 26 minutes ago
must start in reserve. can shoot either at the ground or with AA (skyfire or whatever its called hits ground unit on a 6), hover makes you a fast skimmer, yea can go flatout. they are stupidly fast.



how many different fortification choices are there? Not names, just how many. If you get the chance to list them out later, please do
baf5f2e54c6b17d5c5d39aecadfa1272.gif


[–]Rixitotal 3 points 39 minutes ago
4 buy able terrains. all the models from planet strike with similar rules.

[–]DJ33 2 points 37 minutes ago
For reference, these are:
Fortress of Redemption
Skyshield Landing Pad
Bastion
Aegis Defense Line

Can you give us any info on the rumored ability of the Skyshield Landing Pad and/or a Comms Relay in a Bastion to affect Reserve rolls?

[–]Rixitotal 2 points 32 minutes ago
yup, its 20pts upgrade for the defense line and bastion, lets you reroll reserve rolls. so 1+ in most armies i think.



Can units move after they disembark if the tank has previously moved?

[–]Rixitotal 4 points 52 minutes ago
yes.

[–]skarred 1 point 51 minutes ago
so this cancelles out the nerf to open topped vehicles! WOOOO (thats right right?) I can move tank 6, disembark squad, they move 6, then charge 2D6? Yes, yes! Make my day here...

[–]Rixitotal 4 points 48 minutes ago
yes that right. sorry if i wasn't clear! lol. so ..many..questions

--> OHA. Also Leute, kauft euch GW Terrain. Dann kan nman auch gut Apo gleich zocken 😀

Venom und Vipern zwei Hullpoints. Statt nem Papierflieger ists jetzt wohl n Zeitungsflieger 😀

Alles von DakkaDakka und der Reddit Seite wo ein User fragen beantwortet der das Regelbuch schon hat.
 
Zuletzt bearbeitet:
So ich trag noch mal dick auf für Heute und bin dann Abendessen. Viel Spaß.
Bin gespannt wien Flitzebogen wie sich die ersten Spiele anfühlen. Auf jeden fall schön das es was neues gibt. Die 5 Edition ist zwei mal durchgespielt 😀

Core System

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

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

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

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

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

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

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

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

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

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

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

Quelle: Beasts of War
 
Letzteres ist alter Hut.
Auch beist es sich stellenweise mit dem, was in den Frage Antwort Dingern steht.
Ich glaube, die paar Leute, die das Buch schon haben und unbedingt ihren Samen im Netz darüber ejakulieren wollen, lesen um schnellstmöglich was schreiben zu können bevor es wer anders tut nicht richtig hin und bringen somit teilweise Fehlinformationen rüber.
 
Bei soros ist es noch toller, Principalis kann nur in der Nahkampfphase den Glaubensakt machen mit dem sie Erzfeind bekommt... und die Regeln sollen auf die 6te abgestimmt worden sein? Guter Witz!

Ich glaube nach wie vor das GW lange Richtung Leakhammer tendiert ist und kurz vor Abgabe noch kalte Füße bekam, um letztlich doch nur ein Upgrade der 5. Edition daraus zu machen. Vieles findet sich ja aus dem Leak wieder, aber viel anderes bleibt wie es ist.

Necrons glaube ich werden aber richtig gut durch die 6. werden. Alleine dadurch das Nachtkämpfe in jeder Mission vorkommen und evtl über mehrere Runden gehen können.
 
Ich hab den necron codex grad nicht parat, aber ist der monolith da nicht schon als havy skimmer verzeichnet? Gibts ja jetzt auch als allgemeine fahrzeugcharskteristik, also heavy. Neben neuem wie chariot....

Und ja, ich denk, termis werden allgemein aufgewertet. Der ewaffenspam a la gk hat termirüstungen im nahkampf eher nutzlos gemacht, nun wird sie wieder interessant.
 
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