ECCO IL LIBRONE DI SESTA!!!!
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ECCO IL LIBRONE DI SESTA!!!!
http://apocalypse40k.blogspot.it/2012/06/even-more-6th-edition-leaks-and-photo.html
mattia93- Numero di messaggi : 58
Data d'iscrizione : 02.05.12
Re: ECCO IL LIBRONE DI SESTA!!!!
https://imgur.com/a/P1ePF
altre immagini.......
altre immagini.......
mattia93- Numero di messaggi : 58
Data d'iscrizione : 02.05.12
Re: ECCO IL LIBRONE DI SESTA!!!!
che sbrocco
stalingrad- Numero di messaggi : 1475
Data d'iscrizione : 27.08.09
Età : 40
Località : Volgograd
Re: ECCO IL LIBRONE DI SESTA!!!!
http://www.mediafire.com/?20pdep59z55q5o1
è un pdf a caso quindi va preso con le pinze, ma non si sa mai...
edit: infatti sto controllando e sembra sempre di più un fake.
è un pdf a caso quindi va preso con le pinze, ma non si sa mai...
edit: infatti sto controllando e sembra sempre di più un fake.
sorat- Numero di messaggi : 901
Data d'iscrizione : 27.08.09
Re: ECCO IL LIBRONE DI SESTA!!!!
Riattacco lo scanner appena lo prendiamo alla stanza e vedo di fare una versione "portatile" per tutti.
Oddio, forse no, è una pratica illegale. Voglio rispettare la legge e non lo farò...
....subito. Il primo fine-settimana libero.
Oddio, forse no, è una pratica illegale. Voglio rispettare la legge e non lo farò...
....subito. Il primo fine-settimana libero.
Big_Luciano- Numero di messaggi : 1204
Data d'iscrizione : 27.08.09
Re: ECCO IL LIBRONE DI SESTA!!!!
sorat ha scritto:http://www.mediafire.com/?20pdep59z55q5o1
è un pdf a caso quindi va preso con le pinze, ma non si sa mai...
edit: infatti sto controllando e sembra sempre di più un fake.
no quello dovrebbe essere una specie di regolamento leaked uscito tipo a gennaio ma è un fake totale(anche se era fatto discretamente bene e c'era anche l'aggiornamento dei codex quindi si pensava fosse una beta del regolamento)
quisti invece sono rumors (copincollati) k dovrebbero essere abbastanza sicuri e confermati:
Someone has read the rulebook and man of the rules are here. Finally we have some Answers.... Hull Points are explained in detail with new things, like "focus fire". I am glad to finally read some of these, as they are starting to bring a little order to the rules I have been reading.
One little thing though. Do not take everything here as exact wording and match, as I was able to find one error and I corrected it. That was with flyers, since we now know that its not 12" minimum when zooming, its 18". That is from the video we saw.
I do think this is right along how things are in the new rulebook, and lucky for us, its only a couple days away until we start seeing it in its full context. Also a big thanks to readers here for pointing me towards this set. I beleive it was Trent, but possibly others as well.
via Hellas Heal
I already read some of 6th rule book there were no % in using slot
Core System
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase
Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.
Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.
Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)
Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 18" and cannot disembark any models.
Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.
Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.
Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.
Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.
Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.
Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)
This has been one of those weeks, and I can easily see how next week will be a lot of the same. Rumors have been flying around faster than I can keep up with, and some just never made it onto the site. However we are now getting much closer to the big release day for 6th edition and I see the rules getting more complete, making more sense in a larger context, and whew, I am excited for my first game of 6th edition.
Presence of Faeit is my weekly editorial. I generally report during the week what is going on, and today is my day to comment on what exactly it is that I am thinking of. Its a day late, but late is better than skipping it this week.
Balance
Warhammer 40k is making a big change, and so far I like what I see. I think the game will become more visceral, more heart pounding, and more balanced..... Yes I said balanced. Just follow me for a second.
Lets discuss balance. In 5th edition we had a lot of great releases for the game. The power level went up from 4th edition, and to be honest, most 4th edition codices were left in the dust (some more than others). A 5th edition codex, was by far superior to a 4th edition one. This led to 2 levels of play. Most players lost interest in their old codices and seeing them on the tabletop became rare.
Allies breathes a new breathe of fresh air into the life of a codex. It not only allows someone to collect smaller armies and play their different armies in the same game, but it gives older codices a chance to use newer units from recently released codices. So no longer with allies will armies be completely left in the dust, or to gather dust.
It also allows for codices that feel sub par, to be buffed up, or holes filled, and I think that after the dust settles (and the crying stops.... at least for most), we will see a far more superior game.
One thing on tournaments..... For those of you having a hard time with a lot of this, I can't see tournaments not allowing the core rules of the game, which means allies will be there. If you think they won't be, I think the wake up call will be harsh, so I am whispering it gently to you. To not allow core rules of a game into a tournament really means you are playing something else, and not 40k. I can see allies not happening in friendly pick up games, but tournaments are about playing the game as it is, and TO's that change the core rules really do a disservice to the hobby and game in general.
Dark Eldar
Am I a little excited about them? You bet your arse I am. I really need to get a hold of that rulebook, which I should have here sometime this coming week. I am going to be looking hard at how vehicles move and people disembark. My current guess is that open top vehicles can still go 12" and deploy, while non open top vehicles cannot. All I can say is Haywire Blasters.... Which leads me to the next subject.
Vehicles and Damage
Vehicle Damage Table 1 chart to rule them all
1-2 Shaken
3 Stunned
4-5 Weapon Destroyed and Immobilized (I wonder if its both or 4 is Wpn Dstrd and 5 is Imm?)
6 Explodes
AP1 +2 to the damage table
AP2 +1 to the damage table
Hull points:
Glancing hits remove one hull point with no roll on the table
Penetrating hits remove one hull point with a roll on the table
Missile Launchers gone with the wind? for Marines they are free, so probably not, but are definitely taking a hit in their ability to destroy vehicles. Can we say return of the Lascannon? It will be more expensive, but it will return to its former glory, and make its way into more lists now. Even plasma guns being able to fire the full distance even if you moved is going to bring a new experience to the table top. Dark Lances will gain some momentum, and Haywire grenades or Haywire Blasters will gain some new strength for you Dark Eldar players out there.
A word on melta spam........
According to the latest, you can only move your vehicles 6" and deploy. Even the deployment is different now, not giving you the full 2" from the hatch. I am curious how that plays out, but I guess I will have to wait and see. The main thing now is, that you will not be moving those rhino's 12" deploying 2" and double tapping those meltas anymore.
Quote
Here is a Question and Answer session with someone sitting down with the rulebook. He even answers the "whats on page 42?" question. So check it out, there is quite a bit here, and some of it we aleady know, but its nice to hear it again.
Questions answered via Rixitotal. The questions were from tons of different people. MadCowCrazy from Heresy Online was one, the rest are misc and unfamiliar names. (I didnt look too hard).
Battle Brothers: Good can join each others units with IC's and cast psychic powers as if they were friendly.
Allies of convienance: Cant join units or cast friendly powers
Desperate Allies: Have to roll if within 6" of an allied unit. if they roll a 1, they cannot do anything.
Necrons Allies:no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies. Desperate allies with Templars and Blood Angels
Missions
-normal one D3 +2 objectives. - one where heavy support can claim objectives and you get extra points for killing heavy support.- same with fast attack. -a kill point one.- one where there is a relic you take and move with thats basically an objective.- and a capture and control-ish one.
Whats on pg 42?
lol 42 has unviersal special rules. skyfire (AA), slow and purposeful, smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and strafing run.
Detachments
can take an allied detachment or something. must have 1 HQ and 1 Troop, and may have 1 more troop and 1 of each other slot except HQ. there is a table of who can ally with who and how good friends they are. good friends can join each others unit with independent chars and cast physic powers as if they were friendly. middle friends cant do that. and bad friends have to roll at the begging of each turn if they are withing 6, if they roll a 1 they cant do anything. and a lot of armies can ally at all. nids cant ally with anyone.
What about powers, say a blood angels sanguinary priest with a feel no pain 6" buff. will that work across armies? Even if it specifically says "any friendly units" for some armies? Or have GW gone down the "nope, separate for all" route?
probs one for the FAQ, allies specifically talks about physic powers. ps FnP is now 5+.
you get FnP against anything that dosnt cause instant death.
power swords are AP 3. Axes +1 S, AP2 and make you I 1. then there are mauls and spears that are lame.
it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.
You still cannot assault out of deepstrike correct? Turn order is the same?
yea thats all the same.
Has fearless changed when you lose a combat? So no more lots of wounds taken when you lose a combat just because you're not scared of anyone?
hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!
What are the rules for infantry types (jump, MC, etc.)?
What is the deal with charges?
What does preferred enemy do?
Hull points?
jump 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). charges are 2D6, and u can overwatch against it witch is every model gets to shoot at BS1 except heavy weapons. preferred enemy is reroll all hits and wounds that roll a 1, from shooting and combat!!! hull points are taken off by glancing hits. all gone = wreck. most vehicles have 3. land raider have 4, vipers have 2.
cover is 5+ sorry, ruins is 4+, most everything else is 5+ including shooting through troops. but you only need to have 25% hidden or troops or tanks to get cover.
How does wound allocation work for multi wounded models and different wargear on such models?
closest to furthest. wargear makes no difference.
Has the turn order changed or is it still Move->Shoot->Assault? What is the terrify USR that Chaos Daemons get now?
turns are the same. and its fear for demons. its a LD test or become WS1. fearless units and know no fear and immune to it.
Can units that have successfully completed an assault consolidate into a new combat?
Does assaulting into difficult terrain still reduce initiative to 1?
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.
Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.
runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.
whats with shooting with vehicles? is it still one weapon and all defensive weapons?
its basically the same except any weapons you could not have previously shot can be snap shotted, so hit on a 6+.
How does the USR rage work now? Any changes allowing u control would make death companies viable if not a bit beast.
rage is ONLY +2 attacks on the charge. Death company are amazing now.
Are there any changes to Force Organisation? If so, what?
at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.
Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).
How does the wound thing work?
Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?
no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.
all things on flying bases are flyers as far as i can see. storm ravens are listen under the vanilla space marine section also!!!!!
Can a model still only make one save? What about ICs?
yup one save. except FnP of course
How fast can a vehicle move before passengers are unable to shoot from it?
flatout.
Was the to hit chart rumors true? bs3 hitting moving infantry on 4+ and stationary tanks on 2+ etc
no thats not in it anywhere. you hit the same as 5th
play a Thunderwolf list and was wondering with the random charge distance will they then get a 12" movement? Also, are there any rule changes with Beasts and Cavalry other than that? Thanks
yea move 12, then assult 2D6 rerolling cos of fleet.
What do you need to hit a vehicle in CC depending on how far its moved.
3+. but u cant attack zooming flyers in combat at all.
Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
its the same, double S is insta death.
Do buildings have Hull Points? Can beasts go into buildings? Template Weapons, how are they fired? Reserve Rolls? 3+ Turn 2? 2+ Turn 3? Automatically come in Turn 4?
yea they have hull points. the rest is all the same as 5th
Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?
no, just can move and shoot and shoot and assult with heavy and rapid fire weapons.
What are the rules for fortification slot? Is there a point limit? What are some options and their relative point cost to each other?
all the fortifcation stuff already has a GW terrain model. teh walls are 50pts. bastion 75, and the big darkangel fort, yes the massive one is over 200.
Still hit a vehicle in the rear armour in close combat? A power axe might be a fairly decent anti vehicle weapon if so.
Can you double check the power axe? Is it minus 1 to Initiative or is it specifically I1? Request from warseer.
has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.
Can you ally with yourself to expand your FOC?
no you may not. but at 2000 pts u get a second FOC if u want it
When you perform Overwatch, is it possible to kill enough models so they dont actually make the distance into CC with you?
If 2 or more units charge 1 unit, can you overwatch both of them? If 4 units charge 2 units, can both units shoot each unit or is it limited to 1 charging unit only?
Any change to Swarms? Still double wounds from blast and template?
swarms are the same.
you over watch first and take from teh front. so yea can affect assults. only 1 over w
mattia93- Numero di messaggi : 58
Data d'iscrizione : 02.05.12
Re: ECCO IL LIBRONE DI SESTA!!!!
___________________________Lu Poro Santonz
Audiziamelo_________________"Cannot Ally"
Audiziamelo_________________"Cannot Ally"
Il Mega- Numero di messaggi : 2056
Data d'iscrizione : 30.08.09
Età : 84
Località : Norway
Re: ECCO IL LIBRONE DI SESTA!!!!
ce po sta XD
sorat- Numero di messaggi : 901
Data d'iscrizione : 27.08.09
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