6. edice – aktualizovaný výčet pravidel

Warhammer 6th edition

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.

Warhammer 6th edition

Warhammer 6th edition

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.