6. edice – aktualizovaný výčet pravidel
Tak opět jsme o den blíže nové knize a přináším aktualizovaný, poměrně rozsáhlý sumář pravidel 6. edice. Některé pravidla jsou zde trošku lépe vysvětlena a upřesněna. Celkově to tedy začíná pomalu zapadat a 6. edice mě začíná bavit čím dál více. Ale suďte sami.
Core System
- Turn system is the same
- New deep strike mishap only kills you on a 1
- No consolidating into new enemies.
- All the fortifications are already GW terrain models. The Aegis defense line is 50pts. Bastion is 75. Fortress of Redemption is 220. Skyshield Landing pad is the final. You get 1 fortification, and upgrades are along the lines of extra guns, or Comms Relay for 20 oints that rerolls reserves. (Skyshield comes with this)
- Still roll for your turn and seize initiative
- Night Fight mean you cant shoot over 36″. Over 24″ away has shrouded (+2 cover save), over 12 away has stealth. Night fight is in play for all the missions. It is only in effect on a 4+ however, and you roll for it to go away every turn on a 4+
- No change to weapons skill or to wound charts
- You can always measure
- Can regroup as long as you are above 25%, and independent characters mean you can any time
Movement Phase
- Jump infantry move 12, re roll charge dice (2D6) get a impact hits (called hammer of wrath).
- Bikes turbo boost in shooting phase 12 (jet bikes 24, eldar jetbikes 36 for a total of * 48inch move in 1 turn).
- Cavalry and Beasts move 12 and are fleet. Cav aren’t slowed by terrain but counts as dangerous. Beasts ignore terrain altogether!
- Mysterious terrain: you become so comfortable you get FnP, but must make a leadership test to leave.
- Mysterious terrain: Ice that freezes your armor and gives you a +1 save
Shooting Phase
- Wound allocation is closest to furthest simple as that. Doesn’t matter what gear they have. So put you important stuff at the back! With multi wounds you have to kill a model before it goes back any further. With different armor saves in units you have to kill the closest first before you start hitting the back models. Independant chars get a lookout sir 2+ so you can still have them at the front.
- If you cant see a model or are out of range you cant kill it no matter how many wounds you do on the unit.
- Cover save is generally 5+, ruins is 4+, most everything else is 5+ including shooting thought troops. but you only need to have 25% hidden or troops or tanks to get cover.
- Anything can shoot air, but only with snapshots (6+). Some weapons are AA and hit normally.
- Runs do disallow assaults. Fleet doesn’t overcome this but lets you reroll your charge.
- Snipers can allocate the wound on a hit of a 6
- Infantry with heavy weapons can move and snapfire
Assault Phase
- Charges are 2D6, and you can overwatch against it which is every model gets to shoot at BS1 except heavy weapons. Template weapons do D3 auto hits at S and AP of the weapon. Blast can’t snapshot so no over-watch shots. Because of wound allocation, overwatch also pulls from the front before they reach you.
- Overwatch activates before the assaulting unit rolls for range, but after they declare
- You can’t run and charge even with fleet.
- No assault after Rapid Firing
- Assaulting through cover: roll an extra dice and take away the highest. Then you are I 1 unless you have assault grenades then its normal I order.
- Models pile in I order instead of all at the start.
- All units can choose to fail their leadership to run away from a unit they can’t hurt, unless fearless
Weapons
- Power swords are AP 3. Axes +1 S, AP2 and make you I 1.
- Any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.
- Powerfists and power axes are both unwieldy (strike at I 1).
- Witchblades are 2+ wounds 2D6 armor pen, but not S9
- Anything that counts as a power weapon get AP 3 and the rest of its special rules. * Power claws are powerfists. Big choppas are not mentioned. The only odd weapon with an AP is a ”heavy chainsword” with AP 5
- “Force weapon” is a modifier, not a type, so a Force Sword is AP3 with the force weapon rule
- Lances (the CC weapon) are S normal AP4, but +1 S and AP3 on the charge
- 1 model per unit can throw a grenade instead of shooting normally. All are blast except krak and haywire. Frag are S3 AP -, plasma are S4 AP4, Krak S6 AP4.
- Mauls are +2 S and AP4 (ie Crozius)
- Icarus Lascannon 92″ S9 AP2 Heavy 1, Interceptor (can shoot reserves) Skyfire (uses full BS against zooming flyers)
- Blast weapons seem to use full strength against vehicles even with partial coverage
Vehicles
- You can usually shoot all weapons as long as you don’t go flat out, but its a snap shot so only hits on a 6+
- Two new vehicle types: chariots. look like they work like the necron command barge. and heavy, works like the monolith.
- All skimmers get a 5+ “jink” if them move, same with jetbikes
- Walkers still move 6″ and get Hammer of Wrath, a single auto hit attack at base S and AP-
- Fast skimmers can flat-out 18″ in the movement phase, then turboboost in the shooting phase. Fast skimmers can go 30″ in one turn
- Vehicles that move are WS1, those that don’t are WS0
- Squadron rules are the same, and use the proximity wound allocation
Flyers
- Flyers move 18″ at combat speed and 36″ at cruising while zooming. If they are forced to move less than 18″ they are automatically wrecked.
- All things on flying bases are flyers
- You may choose to evade if you are zooming (as opposed to hovering) works like going to ground and gives you jink but can only shoot snap shots next turn.
- While zooming, flyers can only make a single 90 degree pivot, and then move straight. * They also do not take terrain tests, and move over models.
- Zooming flyers cannot embark or disembark troops, ram, tank shock, or be rammed
- Flyers must start in reserve
- Zooming fliers that die drop a S 6 large template of debris that hits the table
- If flyers die with troops inside while zooming every model take a S10 AP1 hit
- Zooming flyers can fire up to 4 weapons at full ballistic skill while moving at cruising speed
- A flyer that moves off the board enters “ongoing reserves”
- If it suffers an immobilized result while zooming, it suffers “Locked Velocity”. It can’t evade, go flat out, and must remain at the speed it was using when hit.
Vehicle and damage
- Hull points are taken off by glancing hits but no roll on the table. All gone = wreck.
- Pens roll on the table and take a hull point. 1-2 shaken, 3 stunned, 4 weapon gone, 5 immobilised, 6 explodes.
- Most vehicles have 3. land raider have 4, vipers have 2, battle wagon thats 4, buggies are 2, defilers and soul grinders have 4, Venom-Raider-Ravager-Jets all have 3,
- Hitting a vehicle that moved is a 3+, but you can’t attack zooming flyers
Vehicle and Passenger
- You may not disembark at all if the vehicle moved more than 6″. You are allowed to move up to 6″ after you disembark though.
- You can shoot from a vehicle that has moved 6″ normally, snapshot at cruising, and no shooting at flatout
- Normal explosions are the same.
- No 2″ deploy, just a 6″ move, even if the vehicle has moved up to 6″
Monstrous Creatures
- No longer get 2D6 armor pen
- Get smash: AP2 and half attacks to double strength and reroll Armour pen results.
- Can be “shot down” during a Vector Strike. Getting shot down is 1 or more hits from a units shooting, and then rolling a 1or2 on a D6.
- Get Hammer of Wrath (the impact hit)
Psychic Power
- A new psychic power that lets you overwatch with full BS as well.
- Mastery levels are in
- Divination: roll 3 dice for reserves, outflank and terrain and choose
- Divination: make an opponent reroll all Armour saves for a game turn!
- Divination: make a units shooting ignor cover.
- Telepathy: make a single model shoot its own army.
- Telepathy: make a unit hallucinate making it either pinned, cant do anything or hits its self.
- Telepathy: give a units +3 stealth save, can be counter attacked, and CC opponents are WS1
- Psychic hoods are limited to range 6
- Generating Discipline spells is a roll like in Fantasy (but you reroll a double instead of choosing)
- A power’s Warp Charge is how many spells you can cast. So a Warp level two requires mastery level two and counts as casting two normal powers
Characters
- Sergeants count as characters.
- On a hit of a 6, characters can allocate the wound.
- Challenges: chars just get to fight each other one on one.
- Can get around the proximity wound allocation using “Look out, Sir!” to make someone else take it
Special Rules
- Preferred enemy is reroll all hits and wounds that roll a 1, from shooting and combat. *Fleet lets you re roll all run and change moves.
- FnP is now 5+. You get FnP against anything that doesn’t cause instant death
- Acute senses is rerolling outflank
- Rage is +2 on the charge
- Fearless works the same, except the “No retreat” rule couldn’t be found (may or may not exist)
- Beasts and cavalry can move 12, then assault 2D6 with a reroll.
- Soul blaze is basically a unit stays on fire and takes extra hits next turn.
- Specialist weapon is you don’t get a bonus for extra close combat weapons with it. like powerfirst now.
- Move through cover ignores dangerous terrain, but doesn’t affect assaults
- Night Vision ignores Night Fighting
- Furious charge no longer gives +1 initiative
Tidbits
- Codex updates will be separate, probably WD or FAQs
- Daemonic Fear is a LD test or become WS1. Fearless units and know no fear and immune to it.
- Storm ravens are listen under the vanilla space marine section too apparently.
Missions
- Normal one D3 +2 objectives.
- One where heavy support can claim objectives and you get extra points for killing heavy support. Same but with fast attack.
- A kill point one.
- One where there is a relic you take and move with that’s basically an objective. And a capture and control-ish one.