Wednesday, June 20, 2012

Mother Of God: 6th Edition Rules Confirmations

The Rulebook
Sooo the flood gates have opened and The rules and such are starting to trickel through.  The game is changing massively kids.  SO I give you some confirmed 6th ed rumors and tidbits courtesy of BOLS and some other sources.
New Templates and dice
 -Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.



Psychic Power Availability Char
- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.


Gamers and Special Addition Rulebooks.
The new swag looks cool and to be honest 6th edition seems to be taking elements from just about every other GW games ever made and cramming all of them into one edition.  I can tell its influenced heavily by 8th edition fantasy.

I want to get my hands on this book and do a very good read through.  The whole game is getting turned on its head and the tactics and strategy of 5th edition is not going to have a place in the new game.  I can already hear the lamantations of the gamers on the net.  I do have to say one thing to all my fellow Xenos players though..........

It is our time.  The Imperium will now feel our wrath.  The galaxy will be ours once again.  By ours I mean the Eldar.  The war in heaven can finally be resolved and the Mon-keigh will know their place.

Until next time.......



Blood Runs, Anger Rises, Death Wakes, WAR CALLS!!!!!!!!!!!!!!

1 comment:

  1. Yeah, there's quite a bit of possibilities showing up. I'm less concerned with this big rules changes, I want to get into the nitty gritty stuff. Like squad cover, LOS, wound allocation. That's where battles are won or lost. Though, the allies thing has me thinking of running 3 Farseers and 12 War Walkers. Also, I have heard that snipers will be able to assign their wounds. Rangers might end up being tactically amazing again like in 4th.

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