Author Topic: Big 6th Ed Rumor Dump  (Read 2069 times)

Mad Dok Rob

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Big 6th Ed Rumor Dump
« on: June 24, 2012, 10:50:13 AM »
Ok, this is from someone who has an early copy of the rulebook.  Can we completely believe it?  Of course not, but with less than a week until the new edition drops, it is fun to look at the rumors non the less.  It is pretty much in line with everything else we have seen.

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.)

Read more: http://thetyranidhive.proboards.com/index.cgi?board=general&action=display&thread=38567&page=26#ixzz1yiZUqhJo
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Mad Dok Rob

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Re: Big 6th Ed Rumor Dump
« Reply #1 on: June 24, 2012, 10:59:30 AM »
Of course, if these rumors are true, assaults with Orks are pretty much pointless.  Assault causalities taken from the front row, after overwatch causalities have been removed from the front row.

So it is going to be really hard to get into assault, and then anyone who moves faster than Orks (ie everyone) will kill off the entire front line before they get a chance to attack.

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MM3791

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Re: Big 6th Ed Rumor Dump
« Reply #2 on: June 24, 2012, 11:17:27 AM »
Nice write up, I think this will be pretty accurate. I do however disagree with your opinion on ork assaults, BS1 overwatch won't do much(if anything)  in stopping the green tide.

Benjamin

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Re: Big 6th Ed Rumor Dump
« Reply #3 on: June 24, 2012, 11:22:30 AM »
Perils is a bit more dangerous, good.

I am extraordinarily underwhelmed with those "new" mission types and deployment.

If a front line is removed from an assaulting horde, and that horde is assaulting 2d6, the horde shouldn't have to worry at all getting in... on average.

Mad Dok Rob

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Re: Big 6th Ed Rumor Dump
« Reply #4 on: June 24, 2012, 11:49:27 AM »
Nice write up, I think this will be pretty accurate. I do however disagree with your opinion on ork assaults, BS1 overwatch won't do much(if anything)  in stopping the green tide.

Bah, I am just pessimistic.

"We want the game to be more cinematic, and like the fluff."  In the fluff, 3 SM enough to kill hundreds and hundreds of Orks (without having any of the SM die)....that is what I am bracing myself for.
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the_trooper

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Re: Big 6th Ed Rumor Dump
« Reply #5 on: June 24, 2012, 12:13:36 PM »
I tend to play armies with a heavy assault element / like to be within 12/24 inches for pain.  These rumors are looking pretty good.

My Death Guard while being hurt by the whole FNP being 5+, gain that power weapons aren't auto deaths (pending on the wording of new FNP) but crappiness of vehicles helps my foot heavy army.   Lolwut Epidemius coming out of the foam?

My Renegade Guard may also benefit from many of these rules as they are many.  If the blast rules are true, my Leman Russes got better.  Also, they got buds from my Death Guard to help crush the Empra's lapdogs!

2D6 + Waaaagh + normal movement will make people crap themselves.  In the back of every gunline player's mind is "Oh poop, he could first turn charge me..."  Randomness makes people have to make sacrifices.  Randomness helps the Orks considering everything an Ork has is unreliable except for CC.  Sure, you got a little nerfed BUT, what is BS1 compared to BS2?

Also, as you probably know, more bodies than bullets makes for a fun and killer strategy.

Loranus

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Re: Big 6th Ed Rumor Dump
« Reply #6 on: June 24, 2012, 03:13:25 PM »
Quote
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.

This is wrong :O Its 18" that has been confirmed if a Unit is Immobilized while Zooming it will continuously Zoom instead of coming to a stop. Zooming is done in a straight line and it is quite possible to Zoom off the table and you will come back on a reserve roll and must be zooming then as well.


And I don't mind the AP to close Combat weapons but the Distinction between a Power Axe and a Power Sword is going to seem silly. I have Relic Blades I get STR 6 at my Normal Initiative and its treated as a power Weapon. This is basically the Power Axe as its explained and its one of the Few Exclusive things Codex Marines have as Wargear. If you end up giving it to Say Blood Angels Death Company and they Get Furious Charge you now have Str 6 striking at Normal initiative with AP2 weapons and they have Rage which sounds like it will give 2 attacks in 6th so they will have 6 Attacks at Str 6 at Initiative 4 at WS 5. Death Company going to be Awesome :{.
I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

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Grand Master Steve

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Re: Big 6th Ed Rumor Dump
« Reply #7 on: June 24, 2012, 05:00:25 PM »
The more i hear about the new rules the more I dont like. Im not wild on the power weapons. They now seem Nerfed to me.  Terminator Armor just got a whole lot better.

andalucien

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Re: Big 6th Ed Rumor Dump
« Reply #8 on: June 24, 2012, 05:18:51 PM »
Making power weapons AP3 is a straight up buff to terminators vs other dedicated assault units, and has almost no other effects.  Other than terminators, what else has even a 2+ save?   Some special characters like Saint Celestine... dreadnights... anything else?
Name:  Matthew Forsyth
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Benjamin

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Re: Big 6th Ed Rumor Dump
« Reply #9 on: June 24, 2012, 05:23:19 PM »
Terminator Armor just got a whole lot better.
Plasma just got a whole lot better.

Mad Dok Rob

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Re: Big 6th Ed Rumor Dump
« Reply #10 on: June 24, 2012, 05:44:54 PM »
The more i hear about the new rules the more I dont like. Im not wild on the power weapons. They now seem Nerfed to me.  Terminator Armor just got a whole lot better.

The only thing I really don't like with what I have been hearing is the assault.  All my choppa boyz are going to be proxied as shoota boyz because assault just doesn't seem worth it anymore.  I think I am going to need a bunch more lootas with the whole snap fire thing.  2 Ravenwing Boxed sets are leaving me with many many extra bolters and autocannons that will make some fine AoBR lootas.  Going to need some more Meks with KMB for those annoying Terminators.

I do like hull points though.  Orks can more easily deal with AV14...still sucks, but easier now.  I have a great idea for scratch building tank bustas...I may need to do that if everyone starts spamming LRs.

I am glad that I have been building all my ravenwing guys with magnets.  I think those sergeants are going to lose the power swords for the plasma pistols. 
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Mad Dok Rob

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Re: Big 6th Ed Rumor Dump
« Reply #11 on: June 24, 2012, 05:47:41 PM »
Actually, what I am most interested in is the full flyer rules.  If they made some major changes, I may have to get a blitza bomma to go with my two dakkajets.

I was going to hold off on the book, but maybe I will have to order a copy.
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Grand Master Steve

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Re: Big 6th Ed Rumor Dump
« Reply #12 on: June 24, 2012, 06:00:27 PM »
Watch out for deathwing or space wolf terminator lists! How is plasma getting better?

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Re: Big 6th Ed Rumor Dump
« Reply #13 on: June 24, 2012, 06:30:19 PM »
Plasma kills Terminators. :)

Grand Master Steve

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Re: Big 6th Ed Rumor Dump
« Reply #14 on: June 24, 2012, 06:32:58 PM »
oooohhhh yes good point sir.