6th ed rules

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6th ed rules

Post  Selik on Thu Jan 12, 2012 7:44 am

has anyone seen the 6th eddition codex faq yet? Bols had a post on it, is it a hoax or real.



I viewed it to see what changes were happening. It really just updates all the armiesto fall in line with the new rules that have been romoured. telling which units characters are squad leaders etc. It does reference page numbers as well. I am just not sure how much i can beleive it. here is an example.


CODEX: SPACE MARINES
Page 69 - Drop Pod Assault
Drop Pods always enter play using the deep strike rules
from the Mission Special Rules section of the
Warhammer 40.000 rulebook. At the beginning of
your first turn, you must choose half of your Drop Pods
(rounding up) to make a ’Drop Pod Assault'. Units
making a Drop Pod Assault arrive on the player's first
turn. The arrival of the remaining Drop Pods is rolled
for as normal.
Page 69 - Immobile
See the Warhammer 40,000 rulebook.
Page 71 - Blessing of the Omnissiah
The Techmarine can perform Repair actions. The
following modifiers are applied to the Repair roll:
Each Servitor with a servo-arm in the unit +1
The Techmarine has a servo-harness +1
Page 71 - Bolster defences
Techmarines can increase the effectiveness of cover,
reinforcing crumbling walls and rewelding badlydamaged
spars. Each Techmarine can bolster a single
ruin or similar terrain before the game begins. When
you deploy, nominate one piece of multi-level terrain
in your deployment area for your Techmarine to
bolster. The terrain's cover save is increased by one for
the duration of the game. For example, a normal ruin
(5+ save) so reinforced would offer a 4+ cover save. A
ruin can only be bolstered once
Page 71 - Servo-harness
A servo-harness gives the Techmarine an extra servoarm
(giving him two servo-arm attacks), a plasma
cutter (fired in the Shooting phase as a twin-linked
plasma pistol, but cannot be used as a primary or
secondary close combat weapon) and a flamer. The
servo-harness confers multi-targeting (1).
Page 72 - Mindlock
A unit of Servitors must test for mindlock at the start
of each of its turns. Roll a D6 for each unit of Servitors.
If the result is a 4, 5 or 6 the test is passed and the unit
can function normally for the remainder of the turn. If
the result is a 1,2 or 3, the Servitors have succumbed to
mindlock - the unit and any joined characters are
stunned. If a Techmarine or Master of the Forge is part
of the Servitor unit at the start of the turn, the
mindlock test is passed automatically.
Page 73 - Thunderfire Cannon
‘Each Thunderfire Cannon is crewed by a single
Techmarine (see page 71 for special rules). Note that
the Techmarine does not benefit from the
independent character and Blessing of the Omnissiah
special rules unless his Thunderfire Cannon has been
destroyed.’
The above rule is completely replaced by:
‘The Thunderfire Cannon has the unit type artillery and
is deployed without crew markers. It has the following
profile:
Armour
WS BS S F S R I A
Thunderfire cannon 0 4 0 10 10 10 0 0
The cannon is accompanied by a Techmarine who is a
separate unit in all regards. The Techmarine and the
Thunderfire cannon must be deployed within 2” of
each other and always form a common strike force
(which can be joined by other units) if they are held in
reserve. If the cannon has a dedicated Drop pod, the
Techmarine must be deployed by it as well, ignoring
that it normally holds only a single unit.
If the Techmarine is not within 2” of the Thunderfire
cannon, the cannon is not allowed to perform
Shooting actions.’
Page 73 - Tremor
The shot is subject to the Entangling rule.
Page 75 - Jamming beacon
Guiding devices items do not function within 6" of a
Land Speeder Storm. In addition, enemies wishing to
deep strike onto the board within 6” of a Land
Speeder Storm scatter 4D6" rather than 2D6”.
Page 76 - Repair
If a Rhino is immobilised for any reason, then in
subsequent turns the crew can attempt a temporary
repair. Roll a D6 in the Shooting phase of the Rhino,
and on a 6 the vehicle is no longer immobilised and
the respective hull breach is negated. This is a Free
action but the vehicle cannot perform Shooting action
a turn it tries to repair itself.
Page 81 - Power of the Machine Spirit
A vehicle with this ability has the Behemoth special
rule. Hence it has multi-targeting (3).
As long as the model has the multi-targeting rule, it
can always perform a single Shooting action, even if it
normally cannot perform actions of this type.
Therefore, a model that has either moved at cruising
speed or has suffered a 'Crew Stunned' result can fire a
single weapon.
Page 81 - Assault Vehicle
See the Assault Transport rule in the Warhammer
40,000 rulebook.
Page 82 - Hurricane Bolters
A hurricane bolter is a gun-battery consisting of three
twin-linked bolters.
3 WARHAMMER 40,000 6th EDITION CODEX UPDATE
Page 82 - Frag Assault Launchers
The hulls of Land Raider Crusader and Land Raider
Redeemers are studded with explosive charges
designed to hurl shrapnel at the enemy as the troops
inside charge out. Any unit assaulting into close
combat on the same turn as it disembarks from a
Crusader or Redeemer counts as having frag grenades
for the purpose of determining the Initiative order.
Page 84 - God of War
Marneus Calgar and all units with the Combat Tactics
special rule have the cold-blooded special rule as long
as Marneus Calgar is on the table.
Page 85 - Rites of Battle
If Sicarius is on the table, all other Space Marine units
can use his Leadership for any Morale check for
casualties, pinning and regrouping.
Page 88 - Eye of Vengeance
Wounds caused by Telion's Shooting actions are
allocated by his controlling player to an armour group,
rather than the opposing player.
Page 94 - Moondrakkan
Moondrakkan is a Space Marine Bike (see page 100 for
details). If riding Moondrakkan, Kor’sarro Khan has the
fleet special rule (see the rulebook for details).
Page 97
Auxiliary grenade launchers follow additional rules for
grenade launchers as described in the Warhammer
40,000 rulebook!
Page 98 - Master-crafted weapons
See the Warhammer 40,000 rulebook.
Page 99 - Relic blade
A relic blade is a weapon with the following profile:
Range S AP Type
Relic blade - 6 2 Combat, Two-Handed
Page 100 - Signum
A model can use a signum in any Shooting phase of his
own. This is a Shooting action. If he does so, one model
in his squad is Ballistic Skill 5 for the remainder of the
Shooting phase. Declare that the signum is being used
before any rolls to hit are made.
Page 101 - Teleport homer
Teleport homers are beacons. Only deep striking units

that are completely equipped with Terminator armour

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Re: 6th ed rules

Post  System Commander on Thu Jan 12, 2012 9:29 am

Seems pretty believable to me. Over the past few years.. whenever theyve an actual document leak.. as ugly as it looks.. its always been spot on.

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Re: 6th ed rules

Post  Lore Weaver on Thu Jan 12, 2012 9:40 am

I remember the "Overwatch" tokens in 2nd edition... that was a -thing-

Anyway, the one rumour that this doesn't seem to touch on is the changes to the FoC. The rumour was that it was going back to a percentage based system, like 2nd edition, or Fantasy.

Some of the rules are interesting, Fleet(1) means you need to make an initiative check to fleet.

All movement is done in the movement phase, no additional charge move.

No more wound allocation shenanigans (although, easier to keep certain models alive).

The new "to-hit" chart seems to be the most interesting departure in there. Lots of the other rules just "look different" but will tactically function very similar.

Strategems seem crazy. I'll be taking Imotek a lot and bidding up first turn so that I have points to spend on Strategems that my opponent doesn't...

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Re: 6th ed rules

Post  gluvzer on Thu Jan 12, 2012 9:49 am

Link to the latest 6th Ed. Rumours:

http://bloodofkittens.com/blog/2012/01/10/network-news-this-just-in-6th-ed-leak-can-it-be-true/

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Re: 6th ed rules

Post  Roland on Thu Jan 12, 2012 10:24 am

Argghhh just deleted my post.

Rumor mill is going nuts

I've heard:
They are dropping 6th next month
They are dropping the new starter set nex month
They are dropping a SM fighter/gunship next month
They are dropping a plastic THawk next month
They are revamping the entire paint line next month
They are releasing a massive amount of new minis, including all the missing ones (TWolf Cav, Missing Nids, missing IG tanks, etc)

Metric ton of salt.

A lot of the rules almost seem changes for the sake of change (PW are now AP2, etc)
I see nothing about changes to the Vehicle damage table so I guess Mech is here to stay (for the record, changing glancing from -2 to -1 would balance things nicely. point values for melta and plas need to be swithed)
Wound allocation nerf is welcome.
Will be interesting to see how they do older dexes, particularly DA (are they going to change pt values, etc to bring them in line?)

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Re: 6th ed rules

Post  Rhaevyn on Thu Jan 12, 2012 10:43 am

area terrain base cover save 5+ instead of the current 4+. (from the tech marine Bolster faq)

This is relatively huge.

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Re: 6th ed rules

Post  Lore Weaver on Thu Jan 12, 2012 10:51 am

Frontline Gaming's PODCAST discussion.

https://www.frontlinegaming.org/2012/01/11/signals-from-the-frontline-leaked-6th-ed-rules-rundown/

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Re: 6th ed rules

Post  Spamus Eatus on Thu Jan 12, 2012 10:55 am

I'm remaining cautiously optimistic for now. There's too many things going on all at once from too many sources to believe everything. That being said, I am interested in lots of these potential new rules. They seem to both be increasing the narrative aspects and the tactical depth at the same time. This is a good thing.

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Re: 6th ed rules

Post  Roland on Thu Jan 12, 2012 10:57 am

Biggest 3 probs in 5th (my opinion, no particualar order)
1)tweaks to vehicle damage make mech go from trash to a requirement, which make melta king of the battlefield
2)Wound allocation shenigens
3)Every model now has a 4+ invul (due to cover and amount of terrain. Yes I realize flamers etc nullify and it isnt there in CC. But this has made small arms fire next to useless.)

They (apparently) have fixed 2 of those. Agree w/ Benny, overall, this is a good thing.

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Re: 6th ed rules

Post  Rhaevyn on Thu Jan 12, 2012 11:03 am

extremely elaborate hoax if its not legit.

the two .pdfs are beautiful.

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Re: 6th ed rules

Post  Spamus Eatus on Thu Jan 12, 2012 11:32 am

I don't have a major issue with wound allocation in and of itself. I LIKE the idea that your sergeant or special weapon guy can get hit before the rest of his buddies. Also, it FORCES a player to adapt his plan if his character r special gunner happens to get killed off. Anytime a player has to make a decision on the fly is good. Remember in 4th, when it was the same 3 guys who were left every time? If there was a good way to randomize who got hit and prevent allocation shenanigans, that would be the best of both worlds. I've never really had to deal with the worst of allocation goofiness, nor can I do it myself, as my main armies are nids and DW. Usually what happens is I loose my assault cannon to small arms fire Razz It sucks at the time, but honestly I would prefer that to always having the same guys live every time.

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Re: 6th ed rules

Post  Rhaevyn on Thu Jan 12, 2012 11:35 am

CSM FAQ:

Page 40 - Fire Frenzy
The Chaos Dreadnought is subject to the Lumbering special rule, but can fire each weapon with a single fire action twice. If the Chaos Dreadnought cannot perform shooting actions, treat this result as a '2-5' sane result instead.

Page 40 - Blood Rage
The Chaos Dreadnought is subject to the Rage and Fleet special rules. If the Chaos Dreadnought is immobilized, treat this result as a '2-5' sane result instead


Oh baby. That right there is pure gold.


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Re: 6th ed rules

Post  Lore Weaver on Thu Jan 12, 2012 12:11 pm

Two things I noticed.

New Blast Templates, there's a small flamer and a big flamer. You can use your flamer on your way into combat. There are 4 round blast markers. 3", 5", 7", and 10". It looks like you use the 10" blast against swarms. That thing really is a "pie plate".

Tau Railguns now work like Necron Deathrays. Huzzah. Stuff that the railgun can't see gets a 4+ save.

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Re: 6th ed rules

Post  Roland on Thu Jan 12, 2012 12:13 pm

Does that say what I think it does? Do Chaos Dreads no long attack their own????

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Re: 6th ed rules

Post  Lore Weaver on Thu Jan 12, 2012 12:16 pm

Roland wrote:Does that say what I think it does? Do Chaos Dreads no long attack their own????

Basically, ya. If it does that though, it can't hit back in CC that turn. (If I read that right). However, that Plasma Cannon dread's lookin' pretty good now (Basically no scatter, 2 S7 small blast AP2 hits... mmmm)

Or, your Autocannon Dread gets to pretend to be a rifleman dread.

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Re: 6th ed rules

Post  Rhaevyn on Thu Jan 12, 2012 12:24 pm

correct Sir.

the lumbering special rule just means it cant run... (whoop de doo)

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Re: 6th ed rules

Post  Lore Weaver on Thu Jan 12, 2012 12:34 pm

If a vehicle suffers a second Stunned result, it counts as weapon destroyed.
If a vehicle suffers a second Immobilized result, it counts as wrecked.

Weapon destroyed doesn't actually blow up weapons, it reduces your multi-targetting skill by 1 for each result. If this is brought down to 0, you can't shoot anymore. If you suffer a further Weapon Destroyed result when your multi-targetting is 0, it counts as immobilized.

Edit: Some proof of it's legitimacy! Quote... "We recommend the Warhammer 40,000 Vehicle Damage Dice to keep track of the the various damage results."
*laughs*

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Re: 6th ed rules

Post  System Commander on Thu Jan 12, 2012 11:26 pm

Blood of Kittens is confirming that the leaked pdf is a fake.. with 99.9% confirmation.. seeing as it got leaked there first.. who knows whats going on anymore.. hehe.

Someone spent a long time making a fake.. thats for sure.. yikes.

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Re: 6th ed rules

Post  Roland on Thu Jan 12, 2012 11:44 pm

Ah well, fun while it lasted.

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Re: 6th ed rules

Post  Lore Weaver on Fri Jan 13, 2012 1:41 am

I read the whole thing. That makes me punchy monkey

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Re: 6th ed rules

Post  Timbo on Fri Jan 13, 2012 3:45 am

Don't dust off those Chaos Dreadnoughts just yet! Crying or Very sad

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Re: 6th ed rules

Post  Rhaevyn on Fri Jan 13, 2012 9:29 am

I say to you today, my friends, so even though we face the difficulties of today and tomorrow, I still have a dream.

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Re: 6th ed rules

Post  Termagant on Fri Jan 13, 2012 10:05 am

As far as these rumors go, I am disappointed. But I will wait until the new edition comes out to make a final judgment,

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Re: 6th ed rules

Post  Lore Weaver on Fri Jan 13, 2012 10:13 am

Termagant wrote:As far as these rumors go, I am disappointed. But I will wait until the new edition comes out to make a final judgment,

You're disappointed? It's a massive Tyranid buff. Lots of Turn 1 assaulting, Monsterous Creatures Bracing and being allowed to take two armour saves for each hit (3 if they have FNP), and no more instant death for Tyranid MC's to force weapons? There's lots of win in there for 'Nids.

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Re: 6th ed rules

Post  dusktiger on Fri Jan 13, 2012 11:02 am

after beau mentioned it to me, i re-read it and looked closer at the weapon stats; we all know a weapon cant be more than STR 10. so why would GW make thunderhammers STR 25 in 6E?

and if you read through it all, there's the whole chart and all this other complicated crap on how to hit a moving target via BS to EV, and then later on, it shows a modifier chart where it describes the EV of units and says veteran players should just use the current 7-BS, and then add the EV modifier(s) for the type of vehicle and how far it moved.if that's the case, then what's the point in a bloody EV to-hit chart???

reversing the assault and shooting phases makes no sense either; they claim the new rules are meant to make the game play faster so you can play bigger games in the same time we currently play. so how does reversing all that so you cant whittle down the enemy before assaulting make it go faster? assaults are tarpits and everyone knows that.

and what's up with the weird movement distances? infantry moves 6, but assault squads move 8? or how about entering a building; when entering, you automatically subtract 3" from their movement, but that allows them to pick 'any' level of the building to deploy on, and they use their remaining 3" to move horizontally on the floor(s) they choose to deploy on.

Q'est Que C'est Pas?!?

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Re: 6th ed rules

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