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4 July 2012

Reading 6th Edition - Vehicle basics

Nick speaking,

I am starting to get an idea about what this new edition is all about now, I have to admit, when I originally heard that the new assault range was going to be up to 12", albeit random, I had a feeling the new book was going to be all about the assault, but it is pretty obvious from what I have read so far, 6th Edition is all about Shooting, Shooting seems to be King! So let's have a look at how good our vehicles are going to be at shooting, and how they are going to survive any incoming shots...

First are the usual set of standard vehicle rules that all 40k vehicles have in common. Vehicle Characteristics are the same as they were before, but now we have 'Hull Points' as well. Hull Points (HP) for all the vehicles are listed in the Appendix II on page 410. I won't list them all, but the ones of note to my armies are, Landraider 4HP, Rhino/Razorback 3HP, Drop Pod 3HP, Landspeeder 2HP, Monolith, Ghost Ark and Doomsday Ark 4HP, all other Necron vehicles have 3HP. All Eldar vehicles have 3HP except Vypers and Warwalker which are 2HP. An Ork battlewagon has 4HP, a Killakan and Wartrukk have 2HP, all other Ork vehicles have 3HP. A Chaos Damon Soul Grinder has 4HP and Tau vehicles have 3HP except for the Piranha, which is 2HP.

There are the usual types of vehicles we already know and a few additional ones, including Chariots, Flyers, and Hover. As usual these types can be combined so you can use both sets of rules. There are no changes to measuring, pivoting and terrain tests. The line of sight and shooting arc rules now come with pretty coloured pictures, but look to be the same as they were before, and the old 'Roads' rule has now disappeared...


The first real differences, are Shooting with vehicles. Stationary Vehicles can shoot everything as it was before, but when moving at Combat Speed (6"), you are now able to shoot a single weapon at your normal ballistic skill, and all other weapons as 'Snap shots'. If you move as Cruising Speed (12"), you can fire all your guns, but as 'Snap shots'. Obviously, guns that cannot fire Snap shots are unable to shoot. Ordnance weapons can be shot even if you move, and if you do move and shoot an Ordnance weapon, you are able to shoot any other guns as 'Snap shots' also.

Moving Flat Out:
A vehicle can elect to move 'Flat Out' instead of firing in the shooting phase. This move is up to 6" and triggers Dangerous Terrain tests as normal. You cannot tank shock the same turn you plan to move flat out.

Shooting at Vehicles:
The facing armour picture is now in colour, but there is no change to shooting vehicles except blast weapons no longer use half strength if the hole is not under the vehicle, if it touches the hull it hits at full strength!

Resolving Glancing hits:
For every Glancing hit scored you reduce the vehicles Hull Points by one, when it has no HP left, it becomes a 'Wreck'. Wrecked Vehicles become a piece of terrain conferring a 5+ cover save, counting as difficult and dangerous terrain.

Resolving Penetrating hits:
For every Penetrating hit scored you reduce the vehicles Hull Points by one. You then roll on the Vehicle damage table to see what other damage is done for each penetrating hit. All hits will also have to be rolled on the table even if the Vehicles HP are reduced to zero and it is Wrecked, as it still may explode.

1-2  - Crew Shaken
Same as before but weapons that are able to, can still 'Snap shot'

3     - Stunned
Same as before but weapons that are able to, can still 'Snap shot', and Zooming Vehicles can still move 18" without turning.
 
4    - Weapon Destroyed
Same as before, but the weapon that is destroyed is Randomly Chosen!

5    - Immobilised
Same as before but any additional immobilised results reduce Hull Points

6    - Explodes
Same as before

Chart modifiers:
At the bottom of the chart is listed two AP modifiers, AP2 is plus one to the chart and AP1 is plus two to the chart. No are other modifiers are listed here, but don't get too excited, later in book, the Open-topped rules state that there is a plus one penalty to the chart for being open-toppped. There are no longer any modifiers for AP-, which explains what Necron Tesla is all about, let's see, no chart modifiers anymore and any sixes to hit (Overwatch!) grants two addition hits!

Obscured Targets:
The 50% rule has now changed to a 25% rule, making it much easier to get a cover save for your vehicles, of course cover is now only 5+ on most pieces of terrain, but there is still a +1 to cover saves when you cannot see the facing of the vehicle you are shooting at. Models that can see individual facings resolve their shots separately.

Assaulting a Vehicle:
A unit cannot assault a vehicle unless it can damage it, and a vehicle that is being assaulted cannot use 'Overwatch'. All vehicles are treated as being weapon skill one, if they moved the previous turn, otherwise they are weapon skill zero. So auto hits if you didn't move and 3+ to hit for normal WS4 dudes to hit, even if you moved fast. Any vehicle that have a weapon skill in it's profile uses that instead, and all hits against vehicles are resolved against its rear armour as usual.

Vehicle results now have rules for counting towards combat resolution results. Glancing hits count as one wound and Penetrating hits count as two wounds....

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges
Reading 6th Edition - Psykers

Next up, vehicle types...

Read more ...

3 July 2012

Reading 6th Edition - Psykers

Nick speaking,

Right, now onto Psykers, and this is the page that the built in book mark is on when you first get the book, very interesting! Psykers now have different levels from 1-4 or very rarely, even more. A Psykers Mastery level is usually one, unless it states otherwise in their Codex entry. In an older Codex the level is worked out by how many powers they can use. Psykers that do not need 'Warp Charge' to use their powers, like an Eldar Shadowseer, have a Psyker Mastery level of zero...

Warp Charge:
Each Mastery level grants the Psyker a single Warp Charge per turn. Each turn a Psyker will automatically genrerate Warp Charges equal to their level, just make a note or use a counter to keep track of how many Warp Charges you use, any unused Warp Charges are lost at the end of the turn. This is just a way to keep track of the powers you have used, and it is worth noting that some powers can use more than one Warp Charge.

When using a Warp Charge to manifest a Psychic power, and the power requires a target, unless otherwise stated, the Psyker must have line of sight to this target. This means embarked Psykers can only target themselves and there unit or the transport they are in. Likewise, a Psyker outside a transport cannot target a unit inside a transport...


Psychic tests are done exactly as before, except when you have a Perils of the Warp wound, the wound is taken with no saves of any kind allowed. Interesting wording for Eldar, their Farseers Ghosthelm ability just prevent the Perils of the Warp attack from happening on a roll of 3+, it is not an actual save of a wound, so I assume it still works? There is nothing in the new FAQ that clarifies that though.

'Deny the Witch'
If a Psychic power is generated and used on a target, the target is able to attempt to Deny the Witch. Roll a D6, on a result of a six the power is nullified. If you have one or more Psykers in the target unit the pass result can be improved. If a target psyker has a Mastery level equal or less than the attacker, you pass the roll on a 5+, if the target Psyker has a Mastery level higher than the attacker, you pass the roll on a 4+.

'Psychic Hood'
A model with a Psychic hood is able to help a friendly unit when being targeted with a Psychic attack. He is able to do a 'Deny the Witch' roll for any model or unit within 6" of himself, regardless if he is joined with that unit or not.

There are many types of powers that determine when a power is used and what condition it needs to work. If a power does not have a type, it will be clearly expressed in its entry. Here are the categories listed and a very basic description of them...

Blessing:
Powers that are done at the start of the movement phase. They grant extra abilities to the Psykers allies, such as character boosts and abilities, even if they are locked in combat.

Conjuration:
Powers that are done at the start of the movement phase. They allow a specific number of units to be conjured on the battlefield via deep strike.

Malediction:
Powers that are done at the start of the movement phase. They have the ability to target a unit to reduce the unit's abilities, even if they are locked in combat.

Witchfire:
Powers that are done during shooting phase. Also known as Psychic shooting attacks, some of these attacks will be listed with a sub-type category with different restriction...

'Beam'
Drawing a 1mm thick line the same as a Space Wolves Jaws of the Wolf power.

'Focused Witchfire'
The same as Witchfire, but you are able to target a single model in a unit.

'Maelstrom'
A power that automatically targets and hits any friendly and enemy units that are in range.

'Nova'
A power that automatically targets and hits any enemy units that are in range.

The new Psychic Discipline rules are right at the back of the book, so we will come to them in a future post.

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges

Next up, vehicles...
Read more ...

2 July 2012

Reading 6th Edition - Characters & Challenges

Nick speaking,

So let's have a look at the new rules for Characters. Characters and Independent Characters both follow these sets of rules, but Independent Characters are able to join and leave a units, unlike Characters. So what is new? Characters now have the 'Precision Shots' and 'Precision Strikes' Special Rules...

Precision Shots:
If a Character rolls a six to hit when shooting, these are called Precision shots. Wounds from Precision shots are allocated against a model (or models) of your choice in the target unit, as long as it is in range, rather than following the normal rules for wound allocation. 'Snap shots', 'Scatter' weapons and weapons that do not roll to hit can never be Precision. Characters are still able to 'Look out, Sir' any incoming Precision shots.

Precision Strikes:
If a Character rolls a six to hit in close combat, these are called Precision strikes. Wounds from Precision strikes are allocated against an engaged model (or models) of your choice in the target unit, rather than following the normal rules for wound allocation. 'Snap shots', 'Scatter' weapons and weapons that do not roll to hit can never be Precision. Characters are still able to 'Look out, Sir' any incoming Precision strikes.

When it is a Characters turn to pile in, in the assault phase, and there are other friendly models at the same initiative step, they must try and pile in to base contact or as near as, as soon as possible. Next, we then move on to a brand new concept rule, called Challenges...


Challenges can be issued by a Character at the start of the 'Fight Sub-phase', before any blows are struck. Only one Challenge can be issued per close combat. The side whose turn it is, has the opportunity to issue a Challenge first, if they choose not to, the other side can issue a Challenge instead. You issue a Challenge by nominating one Character in your unit that is locked in combat. Only one Challenge is allowed at a time in that combat.

Your opponent can choose either accept or refuse the Challenge. If they refuse to the Challenge, you are able to select any Character that was engaged and able to fight, and they will be unable to strike any blows that turn, as they are hiding from you. However, the Challenger is able to fight normally. A unit with a Character in it that has refused a Challenge, will not be able to benefit from the Characters leadership value if any tests are required.

If the Challenge is accepted, you proceed to move the two Characters into base contact even if it means swapping them with friendly models to do so, as long as they keep unit coherency. The Characters then proceed to fight it out together and are unable to use the 'Look out, Sir' rule, as they are only in base contact with each other. Regardless of initiative order, the two models can only attack or be attacked by each other that turn. If you had a Character and his unit in combat with a single Character like a Daemon Prince, the models that cannot attack the Prince (bystanders) can give Moral support. Every five bystanders there are in your unit, your Character can re-roll any one dice in that combat phase. Any wounds caused in a Challenge will go towards the end combat resolution results.

If both Characters survive the first round, they are still considered to be in a Challenge, it is then possible for a new Challenge to be issued in the next players turn, by whose turn it is. This is known as Glorious Intervention. After a successful initiative test, the second Character takes the place of the first friendly Character in an ongoing Challenge, and the first Character is able to fight normally. Only one Character can attempt Glorious Intervention per turn.

It is possible to roll the Challenge dice after all other blows are struck, regardless of initiative order. This is to add dramatic encounters to the narrative of the game, which GW seem to try to get across often. I have to say, reading this rule along with what I have read so far, has really got me excited about playing my first game. The rules sound like they are going to be very fun to play, and I think that is something that the book gets across to you very well, 40k is all about fun.

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons

Next up, Psykers...
Read more ...

And there is only WAR...

Nick speaking,

With 6th Edition here there are lots of new things happening, And there is only WAR! For one thing, The great Blog that is Embolden40k is now on YouTube. So if you have a YouTube account or are not following his Blog yet, please go and check him out...



Read more ...
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