This is
seriously long, so information will be posted after the break. Once I can
digest all this stuff, I will add some comments.
Fluff
There is
Only WAR!
...has sat
decaying upon his Golden Throne, a sad relection of his once-glorious empire.
Now the carcass of the Imperium is ready to fall, picked apart as ancient
enemies stir and aliens threaten its borders, even as apostates and heretics
undermine it from within.
Forging a
Narrative
In 40k
there's nothing more important than being able to tell a story as you play, or
as we've called it in the rulebook, Forging a Narrative. With that in mind,
there are a number of rules to accommodate how individual models can make a
difference to the battle without bogging the game down. Some of these rules are
quite subtle, such as characters being able to pick out individual targets;
others are more obvious and integral to the game, like challenging your
opponent to a duel.
Have you
ever imagined how cool it would be to bring down a Monstrous Creature by
throwing a krak grenade into its mouth? Well, you can! Have you ever wanted
your army's commander to call out a rival and engage him in a duel to the death
so that you may settle a grudge from a previous encounter? You can do that too!
There are
a number of special rules that have been included entirely for the cinematic
imagery that they bring to the tabletop.
The Hammer of Wrath special rule, for
example, allows jump units to leap into combat and crush their foes beneath
their armoured bulk as they hurtle down from above.
Similarly,
Flying Monstrous Creatures can deliver a deadly Vector Strike as they swoop over their enemies, tearing heads from
shoulders with taloned limbs as they do so.
Even a
unit's desperate actions as charging enemies bear down on them is represented
by the ability to make an Overwatch
attack - a free round of shooting, but at Ballistic Skill 1.
Allies, Fortifications & Terrain
We
expanded the Force Organistation Chart to allow players to represent just such
a situation on the battlefield, featuring the option to include an allied
detachment as part of your standard army. Not wishing to stop there, we also
included a choice of fortifications that enable players to reinforce their
deployment zones with defensive emplacements, ranging from a linked section of Aegis defence lines to the mighty Fortress of Redemption.
Skyshield Landing Pads can be positioned to coordinate the
arrival of your reinforcement with utmost accuracy. Many fortifications can be
further augmented with a comms relay or turret-mounted anti-aircraft weapons.
Each army
is led by a Warlord - a powerful, charismatic leader that represents you on the
battlefield. Before every game, your Warlord makes a roll on one of the Warlord Trait tables - Command,
Personal and Strategic Traits.
Some
scenery types are therefore Mysterious
Terrain, only revealed as flesh-searing fireblood rivers or forests of
overgrown spinethorn when a unit enters its area of effect.
The
Battles section of the rulebook also includes a Warzone Traits table, introducing optional rules for fighting in
unusual or abnormal environments. Change things up by fighting on a high or
lower-gravity battlefield or, if you're feeling particularly brave, try waging
war as your forces are assailed by a planet's corrosive atmosphere or toxic
mist.
Mysterious
Terrain: Psychneuein Hive - Every
Psyker on the board immediately suffers D3 S3 AP2 hits
Bastions: Armour 14 all around, and an
emplaced heavy bolter on each facing - automated weapons that target the
nearest enemy unit. A Bastion can be used as neutral battlefield terrain or
selected as a Fortification as part of the FOC, enabling you to deploy within a
solid defensive stronghold. A Bastion can be upgraded with a comms relay or
heavy weapons on its battlements.
Tank Traps: Impassible terrain to all
non-Skimmer vehicles. Bike can attempt to manoeuvre past them, but must pass a
difficult terrain test in order to do so. Against all other units, however,
tank traps are treated as open ground, though and models hidden behind a set of
tank traps can still claim a 4+ cover save from its solid, robust frame.
Aegis Defence Lines: Offer a 4+ cover save, but any unit
that decides to Go to Ground behind a defence line gains +2 to its cover save,
rather than +1. An Aegis defence line may also be selected as a Fortification
choice.
Mysterious Forests: Models within a forest's boundary
benefit from a 5+ cover save. However, forests are also mysterious terrain, so
as soon as a unit enters a forest, you must roll on the Mysterious Forest table
to discover what fate awaits your hapless models. Mysterious forests can range
from brainleaf fronds, the sentient tendrils of which can dominate living
beings and cause them to lash out at their comrades, to carnivorous jungle,
which inflicts D3 S5 hits on any unit seeking shelter beneath its boughs.
Ruins: All ruins are treated as difficult
terrain, but offer a 4+ cover save to those concealed within their shattered
structute.
Wild Undergrowth: Difficult terrain and 5+ cover
Imperial Statuary: IG, SoB and all SM chapters are
Fearless within 2" of an Imperial statuary (if you are wondering what the
hell a statuary is it's a statue, model in example is the SM dude holding a
sword statue GW came out with last year, or was it the year before that. Guess
they didn't sell so they had to include them in the rulebook....).
Fuel Reserves: 5+ cover, every time a model
successfully passes a cover save, roll a D6. On the roll of a 1, the barrel was
filled with fuel and explodes, inflicting a S3 hit on any models nearby.
Fortress of Redemption: Comprising two bunker annexes, one
main tower and housing an assortment of powerful weapons to defend against
assault by land or by air, a Fortress of Redemption is all but unassailable.
For 220 points, this awesome defensive stronghold can even be selected as a
Fortification!.
Impact Craters: Area Terrain and grant 5+ cover
Missions
There are
six Eternal War scenarios, each with
its own mission objectives to achieve. In many of the scenarios there are a
number of objectives to contest. Some of these may house useful technology such
as a targeting relay or grav wave generator, but it's also possible for an
objective to have been sabotaged with proximity mines.
Under
normal circumstances, only Troops units can control objectives, but in the Big
Guns Never Tire mission, for example, your Heavy Support units can capture them
too, even if they are vehicles!
Eternal
War Mission table:
Mission 4: The Scouring
Place 6
Primary Objective markers face down on the table. These objective would be
worth between 1 and 4 Victory Points for the side that controlled them, but,
the value would not be revealed till after deployment.
In
addition there were three Secondary Objectives - Slay the Warlord, Linebreaker
and First Blood - each worth a single Victory Point. In this scenario, Fast
Attack units also counted as scoring units, but are worth 1 Victory Point if
destroyed.
Assault on Fellstorm Airfield
Scenario:
The Relic
Recover a
valuable relic from no-man's-land that will help them to gin the upper hand in
the ongoing conflict. The relic begins the game in the centre of the
battlefield, but any scoring unit (in this mission units from the Troops
section of the Force Organisation Chart) (I guess this means the Immovable
Object Scoring Warlord power can't be used?) can pick it up and attempt to move
it to safety. The unit carrying the relic cannot move more than 6" in a
single phase and will drop the relic if killed.
Secondary missions
In each
scenario, players can also attempt to complete any of the three Secondary
Objectives too:
Slay the
Warlord, by killing the commander of the enemy army
First
Blood, by being the first to destroy an enemy unit
Linebreaker,
by storming the enemy's deployment zone.
Hobbyists
are introduced to a series of unique scenarios that also serve to encourage and
inspire players to generate their own campaign and mission ideas.
Appendices
At the
rear of the rulebook lies the Appendices section, replete with handy reference
sheets that include the statistics for every weapon and unit in the game
(including every vehicle's Hull Points).
The
Appendices also feature thirty new powers from five psychic disciplines that
Psykers can choose to generate their power from. The psychic power cards have
34 different powers listed,
Dreadnoughts
3 Hull points
Soul
Grinder and Land Raiders have 4 Hull Points
Ghost Arks
have 4 hull points,
Throwing grenades
That it's
the guy in the front of your squad who always takes the first bullet is not
only very cinematic, but makes you think a lot more about every move you make.
I also love the fact that units are reduced to Ballistic Skill 1 when resolving
Overwatch.
But
ultimately, there's nothing quite as satisfying for me as yelling 'Grenade!' as
your heroic Sergeant tosses a frag grenade and blasts your opponents favourite
squad to smithereenes!
Random Rules
Jump packs
re-roll the 2D6" charge distance in the Assault phase.
Rage gives
+2 attacks on charge (seems Rage isn't renamed)
In the
Chaos Daemons army everything causes Fear,
which is nicely representative of their horror. But that’s not nearly as
exciting as the Flying Monstrous Creature rules. These allow my Bloodthirster
and Daemon Princes to soar up to 24" across the tabletop, ignoring all but
the most dedicated anti-aircraft weapons as they get ready to assault the puny
mortals below.
Bikes and
Landspeeders have Jink, gives them a
5+cover save and 4+ if they Turbo-boost or move Flat Out.
Foreboding: Allows the affected squad to fire
at an assaulting unit at their full Ballistic Skill rather than BS1.
In
addition, his psychic hood will usually augment any rolls to Deny the Witch within 6" to a 4+
making him awesome at countering any enemy psychic powers.
Terminators: Anything short of a power fist or
power axe just won't cut it in combat, meaning they'll benefit from their 2+
armour save most of the time.
GK
Terminators are equipped with frag and krak grenades, meaning they can throw
one during the Shooting phase.
IG: Perhaps
the coolest part of the rules is that every man counts, as they can all move
and fire (even the lascannon!), and can even make a valiant last stand when
they're charged, overwatching with their lasguns at the incoming foe.
Saying
that, I'm told that the Deathmarks are quite nasty, as snipers can select targets if they roll a 6 To Hit!
Necron
Warriors have always been implacable on the advance, but as they're now able to
rapid fire at long range as they move this is doubly true.
Gauss
takes off a Hull Point for every 6
rolled to penetrate.
Example of
Land Raider shooting 4 weapons (it can fire one flamestorm cannon normally,
another using its machine-spirit and then snap fire both the assault cannon and
the multi-melta). Doesn't say anything about snap fire BS.
Tau Fire
Warrior example. not only can they move and still rapid fire up to 30"
away, making them higly mobile as the background suggests, but they can
Overwatch these S5 guns if they're charged.
My
Battlesuit is great as well - he provides nigh-on impossible to engage, as can
scoot up to 2D6" way with his jetpack in the Assault phase.
MC are
AP2, can halve attacks and perform Smash at double Strength.
Psyhic
Power: Telekine Dome
Command
Trait: Inspiring Presence - units
within 12" can use Warlords Leadership
Personal
Trait: Immovable Object - Warlord
can capture objectives
FNP: Ignore any wounds on a 5+ that
don't inflict Instant Death (so power weapons etc make no difference).
MC Vector Strike: D3+1 hits at the model's Strength
on a unit moved over.
Interceptor rule: Allowed to shoot at a unit as
it arrives from reserves
Skyfire rule: Can shoot at fliers at normal
BS, rather than BS1
Deployment
Zone: Hammer and Anvil - Fight along
the length of the table, deploy on the short table edges.
Reserves: Flyers always arrive from reserve,
3+ to enter on Turn 2
Deep Strike
Mishap Table: Opponent Places unit and back into reserve are still in
Charging
Multiple units: You lose the bonus Attack for charging and all units can
Overwatch shoot you.
Flying Transports: If shot down all embarked models
suffer a S10 hit with no saves allowed
Passengers
can't disembark whilst it's zooming, during hover mode they can disembark but
the flier can now be hit at normal BS.
Fleet: Re-roll charge distance
Deployment
Vanguard Strike: Diagonal deployment zone trunning through the centre of the
board. (Top right vs bottom left side with the relic in the middle pretty much.
Same as Apocalypse if you've ever played that.)
Flat Out
and Run: D6 extra movement
Stunned
Dreadnoughts can still Snap Shot,
Snap Shots need 6s To Hit.
Krak grenade used in the shooting
phase to destroy an Ork Trukk.
Still
Move, Shoot and Assault as the above unit assaulted the boys that disembarked
from the Trukk.
Flamers do
D3 hits during Overwatch (Have fun
charging 15 Burna Boys)
Fliers can
chose to Evade when shot at giving
them a 5+ cover save, but can only Snap Fire during their next shooting phase.
Can leave the board and return from reserves.
"Da
Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his
engines and zoomed off the board, but would return as part of Ongoing Reserves
in the following Movement Phase. (This happens during turn 3-4, does that mean
reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)
Fliers can
shoot Fliers with no penalties to hit. Explains the 60" ranged Stormtalon
missiles.
Fliers:
When destroyed scatter and damage units on ground.
"But
Steve did have the last laugh when the wreckage of his Stormtalon spiraled
earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz
in the ensuing explosion.
Units with
a sergeant type model can perform Look
Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save
Nob...well, the nob grabbing an Ork boy to use as a bullet shield is the more
likely scenario...).
Psychic Powers
Divination
1.
Foreboding - is a blessing that targets the Psyker. Whilst the power is in
effect, the Psyker and his unit have the Counter-attack special rule and fire
Overwatch on their full Ballistic Skill, rather than Ballistic Skill 1. Note
that this does not allow weapons that could not normally fire Overwatch to do
so.
Interesting
note on the Hour of the Witch page.
"Only
the armies (and units within those armies) specifically mentioned here can
access the new psychic powers. Some armies (namely the Dark Eldar, Necrons and
Tau) don't have psykers at all, whilst other races harness the Warp in such an
unusual way (Orks and Chaos Daemons in particular) that they always use their
own unique rules.
Witchfire: most psykers can't use more than
one witchfire each turn
Codex: Blood Angels
A BA Lib
(inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000
rulebook, instead of those in Codex: Blood Angels. If he does so, generate two
new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines
(in any combination) before armies are deployed.
Codex: Chaos Space Marines
Any model
with psychic powers may use the psychic disciplines found in the 40K rulebook,
instead of those in Codex: CSM. If he does so, for each psychic power he has
purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis
or Telepathy discipline before armies are deployed. A model can generate powers
from different disciplines if you wish. Typhus generates two new powers.
Ahriman generates three.
Codex: Dark Angels
A DA Lib
(inc Ezekiel) may use the psychic disciplines found in the 40k rulebook.
Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.
Codex: Eldar
Farseer
(inc Eldrad), for each power bought, generate a new power from Div or
Telepathy. Eldrad generates 4.
Codex: GK
A GK Lib
(no mentions of anyone else), generate a number of powers equal to mastery
level from Div, Pyro or Telekinesis. If he does so he may not purchase
additional powers. Hammerhand cannot be exchanged in this manner.
An
Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can
generate 2 powers from Div, Pyro or Telekinesis.
Codex: IG
Primaris
Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.
Codex: SM
SM Lib
(inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis.
Tigurius generates 3.
Codex: SW
Rune
Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis
Codex: Tyranids Any model with psychic powers, for
each psychic power it has, including those purchased, generate a new power from
either Bio, Telekinses or Telepathy. (I'm glad they dont have Pyromancy as 3
Zoanthropes casting Molten Beam would be real nasty).

Advance Orders just went live. Hopefully we'll see more stuff added over the day. Either that or there doing two release windows.
ReplyDeleteHell yeah they did. Woo 6th edition
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