Friday, January 20, 2012

6th Edition Movement Phase, Part One.





I talked LA Battle Bunker regular Travis Solomon into writing about the leaked 6th edition rule set.  Now we don't know if the leaked codex is real or not, but everything points to it probably being real.  Maybe an early play test version.  So Travis is taking a crack at explaining it to those of us who don't want to actually read the whole thing!


The Good, the Bad and the Clarified
By Travis Solomon

For all you people who could not find the leaked play test Rulebook, or who would rather read some guys blog about the rulebook, this is an article for you.  I will take a look at each phase and detail the effects that may well be 6th edition 40K.

So to start off the movement phase, we start with the main question… How Far?

This of course means how far does one unit get to move?

Infantry, Jump Infantry, FLYING Infantry (you read that right.), Jet Pack Infantry, Bikes, Beast and Calvary, Jet Bikes, Eldar Jet Bikes, Monstrous Creatures, GARGANTUAN Creatures (No, I did not type that wrong.), Ground Vehicle, Skimmer, Fast Skimmer, Walker Artillery and Fortifications.

Damn! That’s a long list! Never fear I shall go in detail for each one. 

Infantry - The backbone of any army, still keeps its movement of 6 inches, referred to as a Move Value (MV), In this case MV6.

Jump Infantry - Still keep the whole “jump” movement, which is double there own movement, and that would be MV8. This is also used for Run actions which will be covered in another article. They also keep the Deep Strike rule. They basically they have not changed from what we are already used to.

Flying Infantry - Yes you’re not crazy, I typed it right. They have MV9 and and keep the Deep Strike and Jump rules, but the advantage of Flying Infantry is that unlike Jump infantry, when a Flying unit Lands in Cover, Difficult or Dangerous terrain they DO NOT test, they simply land as long as they don’t perform a Flatout or Charge action.

Beasts and Calvary. They have MV7 And have the Gallop and Bounding Leap Special rules. The Gallop/Bounding leap TRIPLES their MV during a Charge Action, unless they move through difficult terrain.

Jet Pack Infantry are the same as Flying Infantry only they get the rule Draw Back which happens in the Consolidation Phase (spoiler!) and allows them to move 2D6 in any direction.

Bikes - Have MV of 8, and have Jink, Flesh over Steel, Fast and Multi-Targeting (1). 

Jink moves the units Evasion Value (ANOTHER Spoiler!) +1 so its not that big of a deal. The biggest change is Flesh Over Steel. Bikes still get the +1T but only to SHOOTING attacks, and it does count against Instant Death (which is changed by the way.) Fast is WAY different, giving the Unit a multitude of special rules. First, “A fast Unit that conducts a Combat or Engage move performs Shooting Actions as if it had performed a Turn. Hence it can use Stationary actions and shoot with twice the number of weapons if it has the Multi-Targeting rule. A fast unit that conducts a Run/Cruise or Charge move performs Shooting Actions as if it had performed a Combat move, I. E. the unit can still perform Shooting Actions. In addition, Units may move Flat out.

Jetbikes - Are exactly the same as bikes, just add Airborn.

Eldar Jet bikes -  add Draw Back and Airborn to the same list as Bikes.

Monstrous Creatures -  Monstrous, Massive, Multi-targeting 2, Relentless. They have a MV of 6 and have a -1 to EV.

Gargantuan Creatures - have MV9 and also benefit from Fearless 3(whats that?) Gargantuan, Monstrous, Massive, Multi Targeting W?

Ground Vehicles have MV6, Vehicle, Fearless 2, Hulk, Intractable, Multi-targeting 2 and Relentless. 

Skimmers have MV8, Vehicle, Fearless 2, Airborne, Hulk, Intractable, Multi-Targeting 2, Relentless. 

Fast Skimmers also have MV8 and the rest of the Skimmer Rules, Just add Jink.

Walkers have, MV 6, Vehicle, Fearless 2, Massive, Multi-Targeting 2, Relentless. 

Artillery have, MV3, Vehicle, Fearless 2, Multi-Targeting 2, Relentless and Crew. 

Fortifications have, No MV, Vehicle, Fearless 2, Immobile, Massive, Multi-Targeting 2, Hulk, and Intractable. 

There you go, all the basic move rules for the 6th Edition (assuming that the doc is what we think it is!). 

Next we tackle the Movement Phase summary!

1.    Check Mission Objectives.

2.    Place Reserves.

3.    Initial Actions.  Perform Actions that are done at “The start of the movement phase”.

4.    Move. Chose a Unit to move.

5.    Declare move action.

6.    Measure the allowed movement distance and decide if the Unit enters terrain.

7.    Move any or all of the models in the unit up to their maximum move distance.

8.    Repeat steps 4 though 8 until movement is complete.

Sounds pretty basic, right? Cool, although I should mention that to capture an Objective you need it control if for a ENTIRE GAME TURN.

Next I'll cover Movement Actions, Stationary Actions, Combat Moves and all other good stuff that happens in the Movement Phase. 

Travis

3 comments:

King George said...

Travis,

thanks for putting us in the know. Must say i'm not to keen on a ruleset that's that heavy on exceptions from rules and, even worse, exceptions from exceptions from rules. Alessio and Jervis did quite a good job on the 5th ed when it comes to playability and accessability. Have you listened to their design podcast ( http://www.games-workshop.com/gws/content/article.jsp?aId=9400003 )? It's dated, of course, but still well worth listening to.

Cheers!

Trent said...

Just so you know...

The Multi-Targeting (W) in Gargantuan Creatures means their Wounds characteristic.

They can shoot as many weapons as their Wounds. As they get wounded that number drops, just as the Multi-Targeting value on vehicles drop as they're damaged.

theDarkHeir said...

Well thanks King George!

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