40k 6e changes, what are the big ones?

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OgreBattle
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40k 6e changes, what are the big ones?

Post by OgreBattle »

I've found the 'leaked' 6e rulesbook online, but there are changes in that from the actual release.

Living in Beijing though I don't have access to the new rulebook. Mind if I ask some questions?

Things I do know:
-True LoS and closest model takes wounds
-Challenges
-Move, Assault, Shoot
-Hull Points and glancing removing them
-double pistols! (now I gotta check if Sybarites can use two blast pistols)
-2d6" assault
- FnP/Cover reduced to 5+
- Power Axe s+1 ap2 (strikes last), Sword ap3
- No Retreat done away with, orks no longer get heart attacks
- grenades can be used against monstrous creatures
- you can rapidfire max distance after moving (... so what exactly is the advantage to an assault weapon?)

Things I need to confirm
- overwatch, is it back? how does snapfire work?
- what do assault weapons do that rapidfire doesnt? It's move/assault/shoot now right?
-Vehicle movement modes and how many weapons they can fire, can they split fire?
-What's the new damage list? I heard that glancing hits dont stun anymore. Does penetration remove hull points?
- what vehicles have 2, 4, hullpoints? I'm guessing Vyper, trukks, and the landraider for 4?
-What's the new Flyer rules?
-Hammer of Wrath, what is that?
-any big changes to morale?
- power spear, what does it do? is it ap4 but s+1 ap3 on charging? is it one handed?
- power maul is s+2 ap4 right? one or two handed? strikes last or what?
- You can throw blast grenades, right?
- "Warlord", what is that? I've read about it in battle reports
- what changes to USR? did Furious Charge change?
- how does snapfire/overwatch work?

are 'stratagems' in? giving different units USR's

I spend more time writing fandex's than actually playing 40k, but I'll need to see 6e rules to write 6e rules.


General 40k discussion also welcome. I'm also looking for battlereports to read, especially if they've got pics displaying where they move.
RIght now a project of mine is to replicate the 40k experience on a 3x3 grid.


The changes to power weapons makes me want to build an Inquisition list. Crusaders with stormshields and power axes, cult assassins with mauls or swords or axes, acolytes move n' shoot with 24" boltguns. They're like a Rogue Trader army.
Last edited by OgreBattle on Mon Jul 23, 2012 2:56 am, edited 5 times in total.
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OgreBattle
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Post by OgreBattle »

Image

found the allies matrix. It's good to see Eldar n' Eldar working together. I feel that Dark and Orks should be 'allies of convenience' though... (ok, I also feel they should be Battle Brothers, because the GALAXY'S GREATEST SPACE PIRATES TEAMING UP is a fun idea)


this accurate with flyer changes?
http://murphy80.hubpages.com/hub/Flyers ... hammer-40k

Moving Flyers
Flyers always enter the battlefield as Reserves, meaning that they wont be available on Turn 1. Of course, the advantage of this is that they cannot be shot at by your opponent on Turn 1, and that you can place the unit where you need it to be when it does arrive. Flyers can also voluntarily leave that battlefield off any table edge, becoming Ongoing Reserves. When this happens, they can automatically reenter the battle next turn from your table edge.

Many Flyers have two different modes of movement and can switch between them every round. It is clear in each Flyer's profile which options are available.

Hover - The model becomes type Fast Skimmer and follows all rules as such.
Zooming - Incredibly fast movement, but at reduced maneuverability.
The advantage of Hovering is that you can move your model as you normally would a Fast Skimmer. You literally "hop" around the battlefield, moving any direction you like, and skipping over both models and terrain. At Cruising Speed, Fast Skimmers can shoot up to two weapons at their normal BS (the rest are Snap Fire) and get a 5+ cover save as long as they moved in their movement phase. They may also embark and disembark troops. Fast Skimmers that don't shoot may move 18" Flat Out during the Shooting Phase.

Zooming is a whole new game! Let's get a rundown of the rules for Zooming

Combat Speed of 18" (can never move slower than 18" total).
Cruising Speed of 36".
Can only make up to a 90-degree pivot before it moves that turn.
All movement after the pivot must be in a straight line.
Ignores Difficult or Dangerous Terrain if it stops on top of it (it's actually high above!).
Units cannot embark or disembark from a Zooming Flyer.
So think about this . . . You get a lot of speed by Zooming, but you can only pivot once at the beginning (90-degrees) and you have to move in a straight line. The key to using this is to plan your moves for at least a turn ahead. If you start by heading straight towards the enemy line, you are eventually going to pass over your targets unless you turn. Now, you can only turn 90-degrees to either side, so you need to make sure you'll have targets in that direction.

Since you have a minimum move of 18", you might consider that the smallest movement "radius" Flyers have is an 18" box: four 90-degree turns with 18" sides. If you move past a target, it will likely take you three turns to get it back in your firing arc, so make sure you have secondary targets lined up.

More than likely, your are going to eventually move off a table edge and come back the next turn on your own. This isn't terrible, except that the turn you leave the tabletop, you miss your Shooting Phase. Say that an average game is 6 turns long and that you leave the tabletop just once. This means you've spent 1/3 of the game not shooting with your Flyer (1 turn in reserve + 1 Shooting phase off the table). As we'll see in our next section, Flyers can have great offensive potential, so you want to plan your moves wisely to keep targets in sight.


Shooting with Flyers
While Flyers may be fast, the point of fielding them is to destroy enemy models. For this purpose, Flyers can definitely bring the heat! First of all, every Flyer mount some sort of heavy weapon, and typically more than one. Some of these weapons are designed to kill infantry or light vehicles, while other weapons are pure tank killers. Know your role! Secondly, many Flyers also mount missiles or bombs, which again may be designed to kill troops or tanks. Let's look at the Shooting rules for Flyers in a little more depth.

Zooming Flyers may fire up to four weapons at normal BS, no matter how fast they moved in the movement phase (combat or cruising speed).
Flyers can elect to use the Skyfire rule a the start of any shooting phase, meaning that they can shoot at other Flyers, Flying Monstrous Creatures, or Skimmers with their normal BS. If they do so, all weapons must use the Skyfire rule that turn (no mixing air and ground targets, not that you could anyway with normal shooting rules).
Flyers can shoot a maximum of two missiles in a single turn (and they counts against the number of weapons you've fired).
Bombs are "dropped" during your movement phase, but only if you are Zooming. Place the blast marker under any model you moved over and then roll d6" scatter (not reduced by BS). Remember that in 6th edition, the entire blast marker is at full strength, not just the center hole! Bombs do count against the number of weapons fired, but you can fire weapons in the shooting phase at a different target than the bomb target.
If you don't shoot, you may move Flat Out between 12-24 inches. That's 60" total movement possible in one turn, for those keeping track at home!
Remember to plan your movements at least a turn ahead so that you can keep enemies in your firing arc. If you move straight towards a tank on turn 2, you will likely move past it on turn 3 before you can shoot at it again (remember 18" minimum movement). I suggest entering the battlefield close to one flank, shooting at something, and then on your next turn, pivoting 90-degrees to fly down the length of the table, keeping enemies in view for a couple of turns.


Flyers on Defense
It would be a shame if our brand new models got shot down the first turn they arrived. After all, most Flyers have thin armor compared to the battle tanks that dominate the ground. Fortunately there are a few things that Flyers have going for them defensively.

Normal ground troops can only Snap Fire at your Flyers, meaning that they need a 6 to hit you. Consider a Space Marine Tactical Squad: bolters will either be unable to penetrate, be out of range, or will need to glance on 6's. . . IF they hit. So it's going to be up to that krak missle or lascannon to knock your Flyer down, and that lonely marine is going to need a 6 to even hit you.
The Skyfire rule allows a unit to shoot at Flyers with their normal BS. What has the Skyfire rule? The Quad Gun and Icarus lascannons that can be bought with Fortifications. Other Flyers. The Hydra Flak tank (Imperial Guard). There is also a Flak Missile available to Imperial troops, but no work yet on who can purchase this upgrade to missile launchers (new codexes probably).
If hovering, you have the Jink special rule (5+ cover save, 4+ if Flat Out). If you are Zooming, you can elect to Evade, which gives you the Jink rule until the end of your next turn, but ALSO forces your own Flyer to only Snap Fire in the next shooting phase.
What happens if your Flyer gets destroyed? Well, they go out in spectacular fashion! If a Flyer is wrecked or destroyed, you have to roll 2d6" scatter and then place a Str 6 large blast where it lands. Kaboom! I suspect that some Ork players will get their Flyers into the center of enemy armies and hope to get shot down (after killing a few units first, hopefully).



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Image

God damnit, why are space marine vehicles so kawaii!?
Last edited by OgreBattle on Mon Jul 23, 2012 4:08 am, edited 2 times in total.
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Post by Zinegata »

Obviously because they're now supposed to be best buddies with the Tau.
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OgreBattle
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Post by OgreBattle »

and Dreadnoughts are headless SD Gundams, and the Imperial Guard get their tanks made in the same place as the Advance War guys.

Tau though, they just got ugly mecha. Orks can be very kawaii too, they even got little yukkuris with them.


hmm, so it's till move/shoot/assault right?
http://1d4chan.org/wiki/Warhammer_40,000_6th_edition has most changes summarized




found the warlord traits
http://embolden40k.blogspot.com/2012/07 ... rlord.html

Command Traits:
Inspiring Presence - friendly units within 12" can use the warlords LD
Intimidating Presence - enemy units must use their lowest LD if within 12"
The Dust of a Thousand Worlds - The Warlord and all friendly units within 12" have move through cover.
Master of the Vanguard - The Warlord and all friendly units within 12" get to roll 2d6 and pick the highest when running.
Target Priority - the Warlord and all friendly units within 12" re-roll to hit when shooting any 1's at enemy units within 3" of an objective.
Coordinated Assault - The Warlord and all friendly units within 12" add 1 to the charge distance.


--

Personal Traits:
Master of Defence - Warlord and his unit have Counter Attack while in your own deployment zone
Master of Offence - Warlord and his unit have Furious Charge while in the enemy deployment zone
Master of Manoeuvre - Warlord and his unit have Outflank
Legendary Fighter - You gain a VP for every enemy character slain by the Warlord in a challenge
Tenacity - Warlord and his unit gain Feel No Pain whilst within 3" of an objective.
Immovable Object - The Warlord becomes scoring, even if a vehicle

--

Strategic Traits:
Conqueror of Cities - All your units have move through cover and stealth when moving through ruins
Night Attacker - You can choose if Night Fight takes place turn1 or not
Master of Ambush - All your Outflanking units have Acute Senses while the Warlord is alive
Strategic Genius - Whilst the Warlord is alive you can re-roll successful or failed reserve rolls
Divide and Conquer - Whilst the Warlord is alive your opponent has -1 to reserve rolls
Princeps of Deceit - Before Infiltrators and Scouts you can move one units 3D6 or redeploy 3 units D6, these moves cannot take units out of the deployment zone.

STILL NEED: Power Spears
those are ap4, but ap3 and S+1 on charges, right?
That just seems kind of lackluster.
Last edited by OgreBattle on Mon Jul 23, 2012 5:58 am, edited 2 times in total.
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