Some new 6th rumours, how would they effect us?
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Post by coredump on Jun 22, 2012 23:36:16 GMT
Note on rule info via WD. Don't take these as gospel, for 2 reasons.
1) WD has a long history of having BatReps that get the rules wrong. As in way wrong sometimes. Usually only a rule or three, but the chance still exists.
2) While these rules may be correct, they may not be complete. For example, if it says Rage gives +2 attacks... it may still do other things. Same for Fleet, or Feel no Pain, or.....
3) There may be other rules that change and effect things in ways we don't anticipate.
I don't know if it is 'official', but I am assuming they will have copies of the BRB at GW stores this weekend..... but I may have just made that up.
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Post by gigasnail on Jun 23, 2012 0:57:02 GMT
i've heard that last rumor repeated a couple of times, from a couple of locales. dont have a GW store anywhere near me (i think san fransico is closest?), so HOLLA BACK, YA'LL with blurry cellphone pics or scans. GET ON IT.
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Post by madman37 on Jun 23, 2012 1:02:09 GMT
Broodlords have 2 powers, so greater chance to get what you want. Plus, if like fantasy, there may be generic powers.
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Post by Illithid on Jun 23, 2012 1:50:22 GMT
Got my WD 30mins ago (can take pictures if requested) and ordered the collectors pack!!!: A few Psychic Powers that I can make out: Telekinesis - 6 - Vortex of Doom: 12" S10 AP1 Heavy 1, Blast (if fail psychic test, centre the template on the casting psyker and it does not scatter) Telepathy - 6 - Hallucination: Targets Single Enemy Unit 24" (1-2: Bugs! I hate Bugs! The unit is automatically Pinned, unless it automatically would pass a pinning test then ignored / 3-4: Ermmm? The unit cannot shoot, Run, declare charges or strike blows in CC / 5-6: You! You're a Traitor! Every unit in the squad immediately inflicts a single hit on his own unit, resolved at the models own strengths and using the strength bonuses, AP, and special rules of their most powerful close combat weapons. Pyromancy - 6 - Molten Beam: 12" S8 AP1 Assault 1, Melta Divination - 6 - Scrier's Gaze: Blessing that targets the Psyker, roll three dice and choose the result you want when rolling for Reserves, Outflank and Mysterious Terrain. Divination - Foreboding: Fire at an assaulting unit at full BS skill rather than just BS1 Biomancy - 6 - Haemorrhage: 12" Focused Witchfire. target must pass toughness test or suffer a wound with no Armour Save or Cover Saves allowed. If the target is slain, randomly select another model (friend or foe within 2") - continues till no targets are in range.
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Post by Illithid on Jun 23, 2012 2:21:55 GMT
Some more Updates I can Confirm!:
Allies are definitely included!(World Eaters and Khorne Deamons, Night Lords and Imperial Guardsmen)
Dreadnaughts: 3 Hull Points / Soul Grinders, Land raiders and Ghost Arks 4 Hull Points
Jet Packs: Can reroll 2d6" assault
Monstrous Flying Creatures: Can soar 24" ignoring all but the most dedicated anti-aircraft weapons.
Jinx Special Rule: 5+ Cover Save or 4+ with Turbo-Boost or Flat Out
Six Eternal War Scenarions with 3 Secondary Objectives: First Blood (first to destroy an enemy unit), Linebreaker (Storming the enemy's deployment zone) and Slay the Warlord (Kill the Commander of the enemy). one of which is the SCOURING - place six primary objectives worth between 1-4 Victory Points with the value revealed after deployment - fast attack in this scenario are worth 1 VP if destroyed.
Overwatch is Confirmed. (Orks getting assaulted become deadlier!)
Vector Strike is only D3+1 at creatures strength (doesnt look like you can smash with this)
HQ Duelling is Confirmed.
GK Librarians can be upgraded to have Mastery Level 3 and can "Deny the Witch" if within 6" on a 4+ and can roll on the Warlord Chart.
Terminators are confirmed as having 2+ AS + Frag/Krak Grenades
Deathmarks allow Snipers to select their targets in units on a roll of 6 when rolling to hit.
Rapid Fire at 24" when moving is confirmed. tau can move and Rapid Fire up to 30" away
MC's are still AP2 and can Smash (doubling their strength - nothing says it is capped)
Mysterious Terrain: Psychneuein Hive - D3 Str 3 AP 2 hits to every Psyker on the board.
Flyers always arrive from reserve.
Interceptor Rule allows you to fire at arriving reserves.
Multi-assaulting loses you your bonus attack for assaulting.
Zooming means troops cannot disembark and must switch to hover (a chaos prdator hits a Stormraven on a 3 instead of 6)
Fleet - re-roll random 2d6 charge distance
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Evex
Genestealer
I wish I had something funny to say...
Posts: 61
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Post by Evex on Jun 23, 2012 2:26:16 GMT
I like the sound of Hallucination. Hemorrhage would be cool, of it didn't also target my guys in the long run... Perhaps it would do fine on a Broodlord commando, or a Deep Striking Zoanthrope.
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Post by rpricew on Jun 23, 2012 4:14:16 GMT
After reading the new WD battle reports, it seems like the reserve numbers have moved up. Turn two seems like a 3+ instead of a 4+ and so forth.
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Post by patrunkenphat7 on Jun 23, 2012 4:41:06 GMT
So in reading rumors on other sites, I am missing where we know all these special rules for flying Hive Tyrants. I see a sections about flying vehicles, but do we know that Hive Tyrants get the 'can only be hit on 6's' flying rule? Do we think there will be any changes to Gargoyles, or will they remain jump infantry?
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Post by Illithid on Jun 23, 2012 4:42:28 GMT
We are getting the rules from the WD I assume - I am still re-reading mine for things I may have missed in the above posts.
The Soar rules seem similar to the Zoom ability (hence where people are getting the 6+ to ht from)
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Post by Jabberwocky on Jun 23, 2012 5:39:55 GMT
I think a big thing people are missing is there are 7 power cards for each psychic lore. This means there is a signature power for each lore like in fantasy, which you will likely always be able to swap for.
This may also mean powers can't be duplicated (other than the signature power) which will go some way to balancing them.
Does the battle report show any being used? Presumably the 'Warp Charges' is like a cost to use it. Maybe you only generate a number of charges per turn and the powers use them up. Or a 2 charge or 3 charge may mean you have to pass that many psychic tests to use it?
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Post by N.I.B. on Jun 23, 2012 7:54:12 GMT
I'm biting my nails here, waiting for confirmation that Fleet lost Run + Charge, and MC's lost +2D6 to pen vehicles.
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Post by Illithid on Jun 23, 2012 8:22:49 GMT
I'm biting my nails here, waiting for confirmation that Fleet lost Run + Charge, and MC's lost +2D6 to pen vehicles. I could not tell whether fleet changed - in one Battle report, the orks declare WAAAAAGH! and ran and assault. Also, the Great Unclean one was opening Leman Russ with ease, so I assume it is not that hard. They were used, each round a Daemon Prince cast Molten Beam after doing a Vector Strike. The new powers seemed to be cast as normal.
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Post by Deathnid on Jun 23, 2012 11:43:24 GMT
So what do you guys think of our new mystery weapon the "Unknown Biomorph" P.S. i had fun using firebug to grab the image location straight from the GW site ;D
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Post by Obsidorox on Jun 23, 2012 12:54:01 GMT
That is an interesting look gun... and is that confirmation that the carnifex can use a wrecking ball biomorph now?!?!?!
Based on what Illithid wrote... fleet and jump packs seem to do the same thing? There must be a subtle difference in the actual rulebook.
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Post by DarkGuard on Jun 23, 2012 13:24:02 GMT
After reading the new WD battle reports, it seems like the reserve numbers have moved up. Turn two seems like a 3+ instead of a 4+ and so forth. That would certainly be welcome, and would encourage some more tactical play with reserves. Because of the 50:50 chance on Turn 2 many elect not to use it, even if it would perhaps be better to place that unit in reserves. This would not punish the use of reserves, and of course there are still weaknesses in that it's not guaranteed they'll turn up Turn 2 and of course they don't start on the board, which can be bad. Plus, with fliers always starting in reserves they had to change it, otherwise their new toys would definitely not be used. EDIT: my Swarmlord list just got nastier. 2+ to turn up on Turn 2, with re-rolls on board edge? At about the same time or just before my main force reaches enemy lines? Yes please!
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