More
good stuff direct from the 6th edition Rulebook thanks to Krittoris on the Bell of Lost Souls Forums. Follow the discussion here.
MORALE CHECKS: same as 5th edition, forced at
25% shooting casualty's or by losing combat. also when losing combat you
get a -1 modifier to your leader ship by however many wounds you lost
by.
YOU MAY REGROUP IF 25% OF THE UNIT OR MORE IS STILL ALIVE
TERRAIN:
lots here, first.
BUILDING DAMAGE TABLE (D6 EFFECT)
1 - building breached it suffers -1 to armour on all facings.
2 - tremor - the building shudders making units inside only able to sanp fire for the following turn, additionally if they try to disembark from the building they may only disembark 3 inches rather then the normal 6.
3- partial collapse - the unit suffers d6 s6 ap- hits with no cover saves allowed.
4- structural collapse - same effect as above except 2d6 hits instead of just 1d6
5- catastrophice breach - reduce the building armour value by d3 on all sides
6 - the unit takes 4d6 s6 ap- hits, has to make an emergency disembark, if the unit cannot disembark it is destroyed. the building is classed as a ruin.
7- the building is utterly destroyed, the unit inside suffer 4d6 s6 hits with no ap, they then must emergency disembark as above, if they cant they die ect. and the building is treated as impassable terrain for the rest of the game, also any unit within d6 suffers s4 ap- hits, the amount of hits is how many models are in the unit that is hit 'OUCH'
BATTLEFIELD DEBRIE
amunition dumps - any unit withing 2 inches is allowed to reroll failed to hit rolls with shooting.
barricades and walls - 4+ cover save if they are behind it.
comms relay - any player with an unengaded model within 2 inches of a comms relay can reroll reserve rolls, it also offers a 5+ cover save if your behind it
defence lines- any unit that goes to ground behind defence lines gains +2 to cover instead of the usual +1
there is another 10+ to many to list.
FORTIFICATIONS YOU MAY PURCHASE AS PART OF YOUR FOC
skyshield landing pad - 75 points
eagies defence lines - 50 points + weapons
imperial bastion - 75 points + weapons
fortress of redemption - 220 points + weapons
THAT IS IT, sorry xenos players. though you could make your own buildings and just use the above fortifications rules.
PSYCHIC POWERS
3 types, blessings, malediction, and conjuration.
lots here will come back to it once iv read through it
FLYERS
zooming, must move 18'' - 36'', if it moves under 18 it is counted as destroyed, any units shooting at a zooming flyer have to resolve there to hit rolls as snap shots. flyers cannot be tank shocked OR tank shock themselves. you have to be zooming with a flier to gain the 'jink' special rules (5+ cover save)
ZOOMING FLYERS CANNOT BE ASSAULTED :O op much
flyers may only shoot 2 missiles per turn, looking at you storm ravens
flyers MUST begin the game in reserve
JUMP PACKS AND JET PACKS
both count your models as having the bulky special rule.
jet packs move 2d6 in the assault phase instead of assaulting (if you wish)
jetpacks count as relentless
SPECIAL RULES
acute senses - reroll outflank rolls
and they shall know no fear - as 5th edition for marines
armourbane - 2d6 armour pen in close combat against vehicles
blind - any unit hit buy a model or unit with this special rule must take an initiative test. if it fails they are reduced to ws and bs 1 till there next turn.
eternal warrior - same as 5th
daemon - gains the fear rule and has a 5+ invuln
fear - if in base contact with a unit or model with fear you must take a morale check, if failed reduces the opponents weaponskill to 1 for the rest of the tunr
fearess - as it is in 5th
feel no pain - +5
fleet - reroll run and charge move distnaces
fleshbane - always wounds on 2+ in CC
crusader- adds d3 to sweaping andvance move and rolls an extra diece for running allowing you to choose the highest result
furious charge - recieves +1 strength when charging into close combat, if disorderly charged you gain no benefit
gets hot - same as 5th
hammer of wrath - when the model charges into base contact, it gains one attack at initiative 10 (strength is unmodified)
jink - if a model moves flat out or turbo boosts it gains a 4+ cover save till the end of your opponents turn
monster hunter - rerolls all failed to wound and hit rolls against monstrous creatures
it will not die - roll a d6 on a 5+ the model ragains one wound (rolled for at the end of your turn)
POISONED - SAME AS 5TH
rage - +2 attacks for charging
shred - rerolls cc to wound in combat
shrouded - + 2 to cover save
skilled rider - +1 to jink save
relentless - same as 5th
night vision - ignore the effects of nightfighting
night fighting - same as 5th
smash - reroll armour pen rolls, half attacks, gains double strength, ap 2
slow and purposeful - same as 5th
skyfire - shoots at nomral bs when targeting, flyers, skimmers, and flyig monstrous creatures.
splitfire - leadership test, if passed, one model may shoot at a different target to the rest of the unit
YOU MAY REGROUP IF 25% OF THE UNIT OR MORE IS STILL ALIVE
TERRAIN:
lots here, first.
BUILDING DAMAGE TABLE (D6 EFFECT)
1 - building breached it suffers -1 to armour on all facings.
2 - tremor - the building shudders making units inside only able to sanp fire for the following turn, additionally if they try to disembark from the building they may only disembark 3 inches rather then the normal 6.
3- partial collapse - the unit suffers d6 s6 ap- hits with no cover saves allowed.
4- structural collapse - same effect as above except 2d6 hits instead of just 1d6
5- catastrophice breach - reduce the building armour value by d3 on all sides
6 - the unit takes 4d6 s6 ap- hits, has to make an emergency disembark, if the unit cannot disembark it is destroyed. the building is classed as a ruin.
7- the building is utterly destroyed, the unit inside suffer 4d6 s6 hits with no ap, they then must emergency disembark as above, if they cant they die ect. and the building is treated as impassable terrain for the rest of the game, also any unit within d6 suffers s4 ap- hits, the amount of hits is how many models are in the unit that is hit 'OUCH'
BATTLEFIELD DEBRIE
amunition dumps - any unit withing 2 inches is allowed to reroll failed to hit rolls with shooting.
barricades and walls - 4+ cover save if they are behind it.
comms relay - any player with an unengaded model within 2 inches of a comms relay can reroll reserve rolls, it also offers a 5+ cover save if your behind it
defence lines- any unit that goes to ground behind defence lines gains +2 to cover instead of the usual +1
there is another 10+ to many to list.
FORTIFICATIONS YOU MAY PURCHASE AS PART OF YOUR FOC
skyshield landing pad - 75 points
eagies defence lines - 50 points + weapons
imperial bastion - 75 points + weapons
fortress of redemption - 220 points + weapons
THAT IS IT, sorry xenos players. though you could make your own buildings and just use the above fortifications rules.
PSYCHIC POWERS
3 types, blessings, malediction, and conjuration.
lots here will come back to it once iv read through it
FLYERS
zooming, must move 18'' - 36'', if it moves under 18 it is counted as destroyed, any units shooting at a zooming flyer have to resolve there to hit rolls as snap shots. flyers cannot be tank shocked OR tank shock themselves. you have to be zooming with a flier to gain the 'jink' special rules (5+ cover save)
ZOOMING FLYERS CANNOT BE ASSAULTED :O op much
flyers may only shoot 2 missiles per turn, looking at you storm ravens
flyers MUST begin the game in reserve
JUMP PACKS AND JET PACKS
both count your models as having the bulky special rule.
jet packs move 2d6 in the assault phase instead of assaulting (if you wish)
jetpacks count as relentless
SPECIAL RULES
acute senses - reroll outflank rolls
and they shall know no fear - as 5th edition for marines
armourbane - 2d6 armour pen in close combat against vehicles
blind - any unit hit buy a model or unit with this special rule must take an initiative test. if it fails they are reduced to ws and bs 1 till there next turn.
eternal warrior - same as 5th
daemon - gains the fear rule and has a 5+ invuln
fear - if in base contact with a unit or model with fear you must take a morale check, if failed reduces the opponents weaponskill to 1 for the rest of the tunr
fearess - as it is in 5th
feel no pain - +5
fleet - reroll run and charge move distnaces
fleshbane - always wounds on 2+ in CC
crusader- adds d3 to sweaping andvance move and rolls an extra diece for running allowing you to choose the highest result
furious charge - recieves +1 strength when charging into close combat, if disorderly charged you gain no benefit
gets hot - same as 5th
hammer of wrath - when the model charges into base contact, it gains one attack at initiative 10 (strength is unmodified)
jink - if a model moves flat out or turbo boosts it gains a 4+ cover save till the end of your opponents turn
monster hunter - rerolls all failed to wound and hit rolls against monstrous creatures
it will not die - roll a d6 on a 5+ the model ragains one wound (rolled for at the end of your turn)
POISONED - SAME AS 5TH
rage - +2 attacks for charging
shred - rerolls cc to wound in combat
shrouded - + 2 to cover save
skilled rider - +1 to jink save
relentless - same as 5th
night vision - ignore the effects of nightfighting
night fighting - same as 5th
smash - reroll armour pen rolls, half attacks, gains double strength, ap 2
slow and purposeful - same as 5th
skyfire - shoots at nomral bs when targeting, flyers, skimmers, and flyig monstrous creatures.
splitfire - leadership test, if passed, one model may shoot at a different target to the rest of the unit
What is the "Bulky" special rule?
ReplyDeleteCounts as two slots in a transport?
a lot of difference also in nightfight rules... hope in a massive faq revamp!
ReplyDelete