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 Post subject: 7th edition rumour summary and comments
PostPosted: Fri May 16, 2014 4:33 am 
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Biotitan
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Hey there brothers and sisters,

I thought about making a summary about hard facts that can be read black on white and about assumptions and reading between the lines. Many things can be read in the official GW Videos or the scanned White Dwarf pages around the net. So ere we go :D

HARD FACTS:


TURN SEQUENCE
- Turn is start of your turn, movement, psychic, shooting, assault, end of turn.

ALLY MATRIX, FOC & SCORING
- Nids can ally with themselves and "Come the apocalypse" means you can ally with major problems. So for example nids CAN ally with Astra Militarum
- Imperium Armies ( all Marines, IGs, Sisters, Inquisition, Knights ) are Battle Brothers
- You can go unbound and take whatever or go battle forged. Battleforged armies reroll warlord trait and ALL Units have "objectives cant be contested"
- Everything is a scoring Unit


PSYCHIC PHASE
- Active Player rolls D6, he and his opponent gets this much dice + total sum of mastery levels in army
- Current Spell Level is totals of success's needed to manifest. Sucess on 4+
- Enemy can nullify with a chosen amount of dices and need equal or greater success's. Success on 6+, with a psyker 5+
- Perils of the Warp is on any Double 6 and forces you to roll on a new table. Deamonology gets perils on any doubles
- Deamons have normal perils on Malefic Powers, Grey Knights on sanctic
- Malefic Powers mainly summon deamons
- if you choose all powers from one table you get the primaris power free
- Witchfire spells do not count as shooting and each spell can target a different unit
- Nova Spells targeting everything ( Flyer etc)
- Cannot psy power target a unit in a transport.
- You can nullify blessings and conjurations; same process but without bonuses.
- Psy hoods allow the wearer if within 12" to attempt to nullify the power as normal. Can only be used inside a vehicle if against vehicle.
- All armies can generate from Daemonolgy except Tyranids.
- 2 new Psychic Disciplines : Sanctic and Malefic Daemonology

-PERILS roll D6; randomly applied for units with brotherhood.
1) ld test; pass = 1 wound/ glance with no saves of any kind; failed – removed from play and unit suffers D6 S6 AP1 hits (wound allocation from psyker
2) 1 wound / glance no save; randomly select one power and power is lost
3) 1 wound / glance no save; if currently psy phase roll D3 – number of warp charges lost from both players pool
4) 1 wound / glance no save
5) Ld test; suffers 1 wound / glance if failed; if passed – no ill effects
6) ld test; fail = 1 wound / glance; pass = 3+ invul, fleshbane, armourbane, smash until next friendly psy phase


SHOOTING
- True Line of Sight still exists.
- Snapshots remain the same
- Wound allocation in shooting is now weapon based
- BS6+ still works as before
- Snap shot BS can be modified but only if rule states can modify snap shot BS
- Wound allocation is the same – closest to closest.
- 25% is still cover percentage needed
- no changes to weapon types that i can see
- Split fire doesnt require a test now


CLOSE COMBAT
- Cannot declare charges against unreachable units or units it cannot see.
- Overwatch is the same.
- 2D6 still for charge distance.
- minus 2" and Ini1 for charging through terrain (minus 2 ignored by move through cover, but still Ini1...meh)
- You CANNOT consolidate into combat. Same as before.
- Morale appears the same.
- Wounds spill over from challenges


MISSIONS:
- Old Missions are still in but new Maelstrom of War Missions with 36 Objective Cards are also in


WARLORD TRAITS:
Tactical -
1) while alive, can discard up to 2 active tactical objectives (TO) instead of 1
2) one use only, end of your turn, opponent randomly selects TO and discards
3) generate one additional TO first turn
4) redraw all TO on first turn if you want
5) while alive, re-roll VP awarded for TO
6) +1 VP for objective secured TO by Warlord

Command -
1) 12" use of warlord Ld
2) 12" use of lowest Ld for enemies
3) 12" move through cover
4) +1" for run and charge within 12"
5) 12" bubble of shooting re-roll 1s to hit (suck it tau - this is permanent)
6) same as above but for assault

Personal -
1) Counter attack
2) Furious charge
3) outflank
4) 1VP for characters slain in combat
5) FNP
6) Fearless and IWND

Strategic -
1) stealth ruins + move through cover
2) choose for night attack and all models in your army have night vision
3) warlord + 3 units (non-vehicle) have infiltrate
4) +1 to seize and re-roll reserves if warlord alive
5) -1 to opponents reserves
6) first enemy turn, 3 enemy units take a pinning check


SUPER HEAVYS & GARGANTUANS
- All garg creatures have stomp and unstoppable.
- D-weapons: 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6

FMCs:
-Deployment same. CANNOT charge the turn you change flight modes.
-If suffered one or more unsaved wounds during a phase; must take grounding test. 3+ all good, 1-2 as normal.
-You can be grounded and then charge the next turn.

VEHICLES
- Vehicle movement is the same as is combat speed and cruising speed. Stationary = all weapons. Combat = one plus snap shots; Crusising = all snap
- Ordnance firing from vehicle = all others snap shots.
- Flat out is the same.
- Hull points are the same.
- Vehicles are WS1
- Rear armor in assault
- Glancing counts as 1 wound and pen as 2 wounds for combat results
- Emarking / disembarking is the same.
- Transports bought for units count as their respective FoC
- CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot
- Jink – declare before to hit rolls are made, all models gain a 4+ cover save but can only snap shot (during next shooting phase)
- Cannot charge from stationary vehicles
- Dozer blades +1 to AV WHEN RAMMING
- vehicle movement stays largely the same ( as seen in the black library preview pages )

-VEHICLE DAMAGE CHART
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart
AP1 + 2 to damage chart


SPECIAL RULES
Acute senses – same
AWill – same
ATSKNF – no more extra 3" on regroug
Assault vehicle – can assult from vehicle unless it arrived from reserve that turn
Armourbane – roll additional D6 for armor pen
Blasts – same with apoc crap thrown in
Blind – failed I; WS/BS1 until end of their next turn
Brotherhood – same
Bulky / Very / Extremely – 2/3/5 for transport capacity
Barrage – same
Deep Strike – same
Concussive – I1 if hit by this until end of next assault phase
Counter-attack – same
Crusader – 2 dice for run, pick one; +D3 for sweeping advance
Daemon – 5+ invul and fear
D-weapon – 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6
EW – immune to instant death
Fear – Ld test; if failed WS1 for remainder of fight sub-phase
Fearless – same
FNP – 5+ same
Fleet – same
Fleshbane – Same
Gets Hot – same
Force – psy power to activate forfe weapons
Furious Charge – +1S; no if disorderd charge
Graviation – same as SM book
Hammer of Wrath – models strength
Hatred – same
Haywire – same
H&R – same
Ignores cover – Same
Instant death – same
Independent Characters – WAIT FOR IT - cannot join infiltrate units if it does not have it. thanks for answering half the question. dicks however this to me identifies that an IC can confer it to a unit since they restricted only ICs joining if they do not have it; cannot join MCs
Infiltrate – same (as is outflank)
Interceptor – same but nothing to help shooting at ground targets
IWND – same
Jink – must be declared before hits, gives a 4+ Cover but only snapshots next turn
Lance – vehicle armour values count as max of 12
Master-crafted – same
Mighty Bulwark – same
Melta – says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock – reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter – same
Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision – ignore Night Fight
Pinning – one or more from a weapon once firing unit has finished (one per unit)
Poisoned – same
PotMS – cannot be used if flat out or smoke lauchers used
Precision Shot – same
Preferred Enemy – same
Psy Pilot – counts as ML 1
Psyker – look above
Rage – +2 on charge
Rampage – +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless – same
Rending – same
Repel the enemy – charge on turn disembarked from building
Sentry Defense System – can auot fire with weapons even if unoocupied
Shred – re-roll failed to wounds
SHrouded – +2 cover
Skilled Rider – +1 cover to Jink, ignore dangerous
SKyfire – normal BS against air; snap against ground
S&P – same
Smash – all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper – same
Scout – same looks like
Soul Blaze – same
Specialist Weapon – same
Split Fire – no ld check required
Stealth – +1 cover
Strafing run – same
Strikedown – same
Stubborn – Same
Superosnic – same
Swarms – same
Tank Hunters – against vehicles
Templates – looks same
Torrent – same
Twinlined- same
Twohanded – no +1A
Unwiedly – I1 unless MC/Walker
Vector Dance – second pivot
Vector Strike – 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex – looks same
Zealout – looks same.

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Last edited by Terrorfex on Thu May 22, 2014 9:29 am, edited 9 times in total.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Fri May 16, 2014 4:43 am 
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Biotitan
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Here are all pictures I found. These back up all the points under "Confirmed"

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Last edited by Terrorfex on Wed May 21, 2014 3:59 am, edited 1 time in total.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Fri May 16, 2014 7:08 am 
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Mawloc Prime
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Call me a narcissist, but don't all these rules sound tailor made to fix all problems with our codex? (well, not Pyrovores but they're beyond hope.)

Makes our FMC better.
Makes our psykers better.
Makes our hordes better.
Makes enemy Skyfire/Interceptor versatility worse.
Makes difficult terrain easier, especially with all of our rerolls.
Makes wound allocation better for our horde units.

If Sweeping Advance & Allies rules are true, I think we're back in the glory days.

Marv - Sin City wrote:
This is blood for blood and by the gallons. These are the old days man, the bad days, the all-or-nothing days. They're back! There's no choices left. And I'm ready for war.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Fri May 16, 2014 8:16 am 
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Biotitan
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I still dont think nids need any pushs. We are pretty good as is. If all these changes to FMCs are true they get ridiculously good. I hope they built in any regulation. I heard a rumour about FMCs cannot charge the turn after they swooped. I would like to see this. If not you will probably see many players join the Hive since they become the new Eldar. This is not what i want. It would just switch the power level. Now suddenly tyranids would be the hated Over Army 80% of the players bring to competitive play. What brings that? That brings that I will have mirror matches all over the place. I can think back as necron wraith spam was the new black. I played at a tournament where I played my own army list 2 times out of three!!!!

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Fri May 16, 2014 12:05 pm 
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Norn Queen wut can has cookie
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snap fire being only -2 BS instead of BS1 makes the environment worse for anything flying

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Sat May 17, 2014 12:04 pm 
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Also a significant nerf to genestealers and the like who would lose twice as many to overwatch against marines as they do now. I'm not convinced by that particular rumour, I don't think GW need to do anything to make shooting even more advantageous over assault.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Sat May 17, 2014 8:58 pm 
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Great Devourer
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vonny wrote:
snap fire being only -2 BS instead of BS1 makes the environment worse for anything flying
Oh, it will too. I was just excited by the idea of marines being better at overwatch than orks for a change. Speaking of orks, I wonder how they will rules BS2 orks and conscripts snap firing. No worse than a 6? Or 7+ to hit?

Centurion wrote:
Also a significant nerf to genestealers and the like who would lose twice as many to overwatch against marines as they do now.
Yeah.... that almost cancels out the joy of consolidating into combat.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Sun May 18, 2014 7:18 am 
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Medium One
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Yaleling wrote:
Centurion wrote:
Also a significant nerf to genestealers and the like who would lose twice as many to overwatch against marines as they do now.
Yeah.... that almost cancels out the joy of consolidating into combat.


I think the most recent rumours are saying no to consolidating into combat. :(

Personally I like snapfire to be the same chance for everyone - it represents a last ditch effort to hit your target by chance rather than by training. It makes sense to me that an ork and a marine have about the same chance to hit an aircraft with small arms fire.

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Mon May 19, 2014 4:11 am 
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Biotitan
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vonny wrote:
snap fire being only -2 BS instead of BS1 makes the environment worse for anything flying


Yeah but I think thats ok - FMCs would be way to good otherwise

Centurion wrote:
Also a significant nerf to genestealers and the like who would lose twice as many to overwatch against marines as they do now. I'm not convinced by that particular rumour, I don't think GW need to do anything to make shooting even more advantageous over assault.


yep, sadly. Looks like CC will still suck.

Yaleling wrote:
Yeah.... that almost cancels out the joy of consolidating into combat.


I dont think we will see consolidation into CC...

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 Post subject: Re: 7. Edition Rumor Summary
PostPosted: Wed May 21, 2014 4:01 am 
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Biotitan
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UPDATE:

New ally matrix pic and some more solid facts added. Everybody can ally with everything but with big disadvantages. Hmmmm Nids and Astra Militarum.....CULT!

Alot more rumors with buckets of salt added

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 Post subject: Re: 7th. edition rumor summary
PostPosted: Thu May 22, 2014 1:10 am 
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This appeared on Warseer:

http://i.imgur.com/oFRWRik.jpg

This would seem to be a significant nerf for any CC-built FHTs. :(

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 Post subject: Re: 7th. edition rumor summary
PostPosted: Thu May 22, 2014 4:32 am 
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Biotitan
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HiveFleetManticore wrote:
This appeared on Warseer:

http://i.imgur.com/oFRWRik.jpg

This would seem to be a significant nerf for any CC-built FHTs. :(


I think it makes them fair compared making tyrants etc the new Eldar. I am totally fine with that.

BIIIIIG UPDATE IN POST ONE! Some dudes got thier rulebook pretty early and here is waht we will see coming our way saturday. I like it overall, but close combat still sucks hard!

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 Post subject: Re: 7th. edition rumor summary
PostPosted: Fri May 23, 2014 9:18 am 
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Hooray for difficult terrain rule!
Hooray for even better Command list; only 1 that doesn't help us. Also Personal and Strategic got way better! Jury's still out on Tactical.

So Gargantuan rules in the main book.... maybe it's finally time for me to go big.

Does not effect us, but I love the idea that Dozer Blades are +1 to armor penetration when ramming.

Psychic Shooting does not count as actual shooting so my Zoenthopes in the Aegis with the Quadgun is even better.


Come the Apocalypse allies makes me want to do all IG artillery vehicles with a full infiltrating tyranid force, circumvent the deployment rules.

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 Post subject: Re: 7th. edition rumor summary
PostPosted: Fri May 23, 2014 7:07 pm 
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Zoatibix
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*Everyone goes very quiet as we all finally get hold of our copies of the books and spend the weekend absorbing them.* :)

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 Post subject: Re: 7th. edition rumor summary
PostPosted: Mon May 26, 2014 3:21 am 
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Biotitan
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Warpshadow has become very quit to begin with, imo :( I absorbed the rulebook from back to back and I dont really know what to think. It will be fun no doubt but I dont know how the competitive Gaming will be change. All these combined arms detachements seem like I can go pretty much unbound without going unbound. If I have 2 HQs and 4 Troops I can filed 6 elite, heavy etc. While I think this is kinda cool I fear a little bit what armies like Eldar can do with this. I dont wanna face up to 6 Wraith Knights and tons of cheap super-scoring guardians in super-scoring serpents.

I may consider to ally with Astra Militarum to get cheap primaris psychics level 2 for precience. Maybe twin linked Capsule cannon fo the upcomming tank AV14 Spam. What do you think how we will evolve in competitive gaming?

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