Wednesday, June 13, 2012

6th Edition Info Hitting the Web.




Well, it seems like we are getting more and more info about what is up in 6th edition.  Everyone is reporting these bits of info from two well known Internet rumor hounds.  So here goes:

via Whitehat

Plastic Plaguebearers & Nurglings, Finecast Blue Scribes in August (amongst what I'm presuming is that metal daemons will be released with Finecast Versions.)

Finecast will replace all metal models in the next year (unsure if that means specialist)

6th ed - a few morsels
Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6.

Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.

Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...)

Vehicles cannot contest (unsure if scoring units in transports can).

6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)

Troops are the only ones that can score (including of course 'scoring units')

5+ Cover save for most things including ruins.

Allies rules are in, but its meant to be for team games (i.e. separate force org chart, distrusted ally rules similar to Fantasy)

Percentages are *not* in.

Wound Allocation is closest to furthest.

Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules

Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)

Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.

Jump Infantry get a free strike at I10 when they charge into combat

Psychic Power Decks using a dice system similar to Fantasy.

Flyers are in.

FNP drops to 5+ Save.

I'm calling it now - Infantryhammer 


Via Darnok

AP are on ccw but he says power weapons are ap 2, not 3.

When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.

It's move assault then shooting now!

Fnp is 5+.

Master crafted ccw give you a 5+ invuln save

When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.

A unit can't claim a object while inside a vehicle.

There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4 you only do 2 wounds! Strengh 5 or more would do 3 wounds & kill him.

In kill point missions you get kill points based on what the units points cost, so for example a landraider would be worth 5 kill points & a unit of marines 3pts.


As always, apply liberally...


15 comments:

CLBenarius said...

Good lord i hope Whitehat is full of it. Those changes read horrible! Darnoc's rumours are significantly more palatable.

Anonymous said...

"There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4 you only do 2 wounds! Strengh 5 or more would do 3 wounds & kill him."

Um... What?

NewHeretic

stompa said...

The only thing I see that I disagree with is wound allocation...that should still be left up to the owning player IMO...and as Darnoc says, liberally load up with salt...

BlackSwords said...

I hope the bit about ws1 for vehicles is bullshit. It'll be way to easy for me to bust up shit.

Anonymous said...

im sorry but move assault then shoot is just wrong what person came up with that as in any war you shoot before runing into close combat with the enemy

Stefano Morgano said...

master crafted give 5+ inv... very interesting with nemesypis sword

pchappel said...

Interesting, we'll see how many actually pan out, but looking like decent changes all around in my opinion :-)

Mitchos said...

meh, I'll believe it when I see it. I'd also like to see two corroborative posts on these changes. i've read about 100 and gotten 100 different changes.

Great Escape said...

The 2d6 take the highest assault move is the particularly interesting one. I assume that it would involve adding the base move of the model (so it's 6" + 1-6" total). If not, then static shooting got a lot better. It will be a sad day for Blood Angels who roll snake eyes and fail a 1" assault. That is if the rumor is correctly salt-proof. Heh.

Anonymous said...

Gee, this is really salty! I hope the shooting coming last has been play tested at GW HQ, because BOTH of my main armies (Tau and Necron) are "shooty" armies. If it isn't very balanced, I guess I will need to expand my Air Power until 7th Edition comes out!
-Wild Bill

Lantz M said...

I'm shocked on how little solidified (or at least non-contradicting) information we're getting this close to 6th's release. We practically had half of the Necron codex in rumor form a month out from it's release last year.
~Lantz

Enkiel said...

What i can't wait to see is how my DE will perform in cc with all those new rules... Could wyches be more than just a speedbump now?

Anonymous said...

Move assault then shoot??? how would template/ flamers work?

Anonymous said...

move assault shoot, good for Fire dragons melta bomb raiders then blast ap1 @troops

Anonymous said...

Move assault shoot? What is this shit? Front to back wound allocation? Complete crap! I hope this psychic card thing turns out ok for my Grey Knights. Ws1 vehicles? WTF? Flyers only hit on 6+? It should depend on their speed, and every bs over 5 should decrease the required roll by 1, or something like that. My bs 8 vindicare, who sniped the pilots of planes through the canopy while falling from the atmosphere and dodging gunfire will only hit flyers on 6+? GW has gone fucking insane!

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