Post by Davor on Jul 6, 2012 19:26:45 GMT
This is a work in project. I have a bit of time, but not alot of time.
What this thread is intened to be, is a list of what we, Nids should know about 6th edition. We have a few posts already and what I plan to do, when I have more time, is to gather them all and post them in this thread, so we have rules in one place.
What I don't want this to become is a place for arguments, debates, or what not. If we need to clarify something, we can start a new thread about it and I can later update this. If there is any contentions, about it, I will put it beside the bullet.
Since I don't have much time, I hope Coredump and other mods can edit the first post as well when new PROVEN facts have been made. I will try and put stuff in Red as negatives or nerfs and stuff in green for buffs. (not sure how the red will work since I see everything typed in red.)
Sorry I don't got much time, but just to start it off.
-Tyranids Can't take allies
-Tyranids weapons still stack, eg scything talons and rending claws, but still Doesn't count for extra CC.
From Coredump.
1)If multi-assaulting, a model can't go to the secondary unit, if it could get into base contact with an unengaged model from the primary unit.
2)Assault wound pools empty at each init step. So you can choose a new multi wound model as 'closest' for each step. Allowing for even more wound games.
3)All of those Pile In moves can incur dang terr tests. So they would be really bad for any models that treat difficult terrain as dang terrain.
4)There is no way to get back into the Night Scythe transport (necron)
5) Even if the Terv/zoan/etc gets lots of cool powers, it can only use one per turn...
6) objuration mechanicum would sure put the hurt on snap fire/overwatch.
7) Multiple barrage (ala biovores) 'land' as a barrage (same as 5E), but resolve separately. You need to keep track of their separate 'hits' and wound allocations.
8) A *lot* of special rules now only require 1 model in the unit, and bestow the rule to the entire unit.
9) A character that is not Engaged in the fight, cannot issue nor accept challenges.
10)Models move individually. Unit of Prime and Raveners. Raveners can still move 12", but must keep coherency.
From Styph, Boneswords ignore armour but count as AP3 against vehicles.
By Bigpin, Regeneration and It Won't Die stack! Now you can roll at the beginning and end of turn to be regaining back half of your lost wounds per turn, on average. Makes those 6 wound models very survivable
<edit> ...by casting Endurance of course
From Ferro, A unit cannot go to ground if in Synapse or Fearless. That means genestealers and lurking gaunts will generally be the only units which could GtG.
No Retreat! wounds are gone. Tyranids rejoice!
MCs in other codexes may be able to Go to Ground, but ours cannot because they are all Fearless/Synapse.
MCs cannot Ram/Tank Shock anymore.
an MC which is not obscurred at all, but in Area Terrain, receives the terrain's cover bonus (p91).
(seems like I can't now add colour to my texts since the buttons don't work on "modify post" for me.
What this thread is intened to be, is a list of what we, Nids should know about 6th edition. We have a few posts already and what I plan to do, when I have more time, is to gather them all and post them in this thread, so we have rules in one place.
What I don't want this to become is a place for arguments, debates, or what not. If we need to clarify something, we can start a new thread about it and I can later update this. If there is any contentions, about it, I will put it beside the bullet.
Since I don't have much time, I hope Coredump and other mods can edit the first post as well when new PROVEN facts have been made. I will try and put stuff in Red as negatives or nerfs and stuff in green for buffs. (not sure how the red will work since I see everything typed in red.)
Sorry I don't got much time, but just to start it off.
-Tyranids Can't take allies
-Tyranids weapons still stack, eg scything talons and rending claws, but still Doesn't count for extra CC.
From Coredump.
1)If multi-assaulting, a model can't go to the secondary unit, if it could get into base contact with an unengaged model from the primary unit.
2)Assault wound pools empty at each init step. So you can choose a new multi wound model as 'closest' for each step. Allowing for even more wound games.
3)All of those Pile In moves can incur dang terr tests. So they would be really bad for any models that treat difficult terrain as dang terrain.
4)There is no way to get back into the Night Scythe transport (necron)
5) Even if the Terv/zoan/etc gets lots of cool powers, it can only use one per turn...
6) objuration mechanicum would sure put the hurt on snap fire/overwatch.
7) Multiple barrage (ala biovores) 'land' as a barrage (same as 5E), but resolve separately. You need to keep track of their separate 'hits' and wound allocations.
8) A *lot* of special rules now only require 1 model in the unit, and bestow the rule to the entire unit.
9) A character that is not Engaged in the fight, cannot issue nor accept challenges.
10)Models move individually. Unit of Prime and Raveners. Raveners can still move 12", but must keep coherency.
From Styph, Boneswords ignore armour but count as AP3 against vehicles.
By Bigpin, Regeneration and It Won't Die stack! Now you can roll at the beginning and end of turn to be regaining back half of your lost wounds per turn, on average. Makes those 6 wound models very survivable
<edit> ...by casting Endurance of course
From Ferro, A unit cannot go to ground if in Synapse or Fearless. That means genestealers and lurking gaunts will generally be the only units which could GtG.
No Retreat! wounds are gone. Tyranids rejoice!
MCs in other codexes may be able to Go to Ground, but ours cannot because they are all Fearless/Synapse.
MCs cannot Ram/Tank Shock anymore.
an MC which is not obscurred at all, but in Area Terrain, receives the terrain's cover bonus (p91).
(seems like I can't now add colour to my texts since the buttons don't work on "modify post" for me.