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Warhammer 40K 6th Edition has arrived !

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1Warhammer 40K 6th Edition has arrived ! Empty Warhammer 40K 6th Edition has arrived ! Vin Iul 06, 2012 9:55 pm

Tarash_Bulba

Tarash_Bulba
Furacios de blugi

IT...IS...UPON US!

Tocmai ce am primit rulebook-ul de editia a 6-a si pot sa spun ca este GLORIOASA! cyclops

Artwork-ul, lay-out-ul, pozele , regulile (cat am citit), misiunile sunt sheer awesomeness! Cool

Clar trebuie sa citesc regulile indeaproape dar pana atunci Mind blown affraid . Uuuuuu, pretty pictures! Smile

Bask in it's glory fellow belivers:

Cover:
Warhammer 40K 6th Edition has arrived ! WH40K6thCover

Awesome artwork:
Warhammer 40K 6th Edition has arrived ! WH40K6thawesomeart

Even more awesome art (psssst, it's HOLY TERRA):
Warhammer 40K 6th Edition has arrived ! WH40K6thAwesomestartHolyTerra

Rules:
Warhammer 40K 6th Edition has arrived ! WH40K6thassaultphase

Special rules (sic!):
Warhammer 40K 6th Edition has arrived ! WH40K6thSpecialrules

More awesome artwork:
Warhammer 40K 6th Edition has arrived ! WH40K6thCustodes

Stats for everything (ex.: Weapons):
Warhammer 40K 6th Edition has arrived ! WH40K6thweaponchart

Space Marines! IN SPACE!:
Warhammer 40K 6th Edition has arrived ! WH40K6thMarineChapters

Ze new magi...ahem, psychic powers:
Warhammer 40K 6th Edition has arrived ! WH40K6thPsychicpowers

The awesome dude de pe marginile revistelor WD de anul asta:
Warhammer 40K 6th Edition has arrived ! WH40K6ththedudefromWD

Ze squats! Seeee? cyclops They're real:
Warhammer 40K 6th Edition has arrived ! WH40K6thSquats

And awesome missions are awesome! I dare anyone to make this piece of terrain! MIND BLOWN! Shocked Arrow
Warhammer 40K 6th Edition has arrived ! WH40K6thAwesomescenarioandterrain

P.S.: Ar trebui un thread sa discutam regulile de 6th. Sigur o sa avem muuulte intrebari despre ce si cum pe msura ce ne adaptam la mediul nou. Diferenta e mai mare decat in ed 5.

Kelvon

Kelvon
Furacios de Gin

Can't wait to drool on it a bit!

Garak

Garak
Admin

Homo sapiens rotundus lol

Tarash_Bulba

Tarash_Bulba
Furacios de blugi

As vrea sa listez in continuare, pe masura ce citesc si incerc sa diger regulile noi, diferentele majore fata de editia 5 si lucrurile importante care au ramas neschimbate, poate generam niste discutii din care sa intelegem cum se vor schinba luptele in mileniul patrujdemii' Smile.

General rules system wide.


Pre-measuring is in. Se poate masura orice distanta oricand. Ca si in Fantasy.
O schimbare majora care scoate ghicitul din ecuatie si care nu ii mai avantajeaza pe cei cu ochiu' bun la masurat. Cred ca e o schimbare buna care ar trebui sa accelereze un pic jocul si mai elimina din posibilitatea trisarii intentionate sau nu.

Cand se da cu zarul, any fractions should always be rounded up.

Blast-urile/template-ul raman la fel. Orice model sub template in intregime sau partial este lovit automat.

True LOS a ramas. Ca si inainte membrii unui squad nu isi blocheaza LOS-ul intre ei.

Acelasi turn sequence:
1. Movement
2. Shooting
3. Assault

Movement

Movement distance is the same. 6" for all infantry.

Some models may remain stationary (heavy weapons anyone?) and some may move in the same unit. This is huge for HW guys.

Unit coherency is the same, 2".

Minimum distance to enemy units is the same, cannot be less than 1".

Shooting

You can still choose with which models to shoot.

The effect movement has on shooting is applied on a model by model basis
. Din nou este coroborat cu faptul ca Heavy weapons, sniper rifles, etc. models can remain stationary and have all the benefits that entitles them, while other models can move.
Awesome, mult mai tactic si realist.

Snap shots De obicei acest lucru il vor face HW specialists cand se misca. Asta inseamna ca pot sa traga, doar ca o vor face la BS 1 (de fapt 6+ to hit).
Unele arme (gen blast-uri) se pare ca nu vor putea trage snap shots.
Cool rule, me thinks.

Run during shooting phase is unchanged. D6 inches, cannot assault.

Roll to wound is the same. If a unit has different Toughness then use the majority. If no majority then use highest value.

Allocating wounds has changed big time.
Wounds are allocated to the closest models to the firing unit.
Cand nu se poate determina acest lucru, randomize who is closest to the firing unit.

Now the best bit: When you have models with different saves, you must resolve the wounds to the closest models until they fail. Then proceed to next closest model.
This is big, pt. ca iti permite ca in unele unitati sa pui modelul/modelele cu cel mai bun save in fata sa incerce sa absoarba wound-urile inainte de a trece la urmatoarele modele mai slabe.
Exista un dar, care balanseaza aceasta regula care poate parea OP si anume: daca wound-urile sunt facute de arme cu diferite Strength, AP sau alte reguli speciale, atunci acestea se rezolva separat, iar jucatorul a carui unitatea a tras ia decizia in ce ordine se face acest lucru. De exemplu tragi cu plasmele si bolterele iar in unitatea in care tragi primele 2 modele au save bun pt. a absoarbe wound-urile. Poti sa aloci primele wound-uri sa fie de plasma pt. sanse mai mari de a elimina modelele buclucase in loc de boltere unde sansele sunt mult mai mici.
PRO: Realist, tactic si de ce nu, mult mai cinematic.
CONTRA: O sa incetineasca destul de mult jocul mai ales unde sunt unitati cu save-uri diferite.

Out of range As long as a model was in range of the enemy when the to Hit rolls were made he is considered to be in range for the duration of the shooting attack, even if the removal of casualties means that the closest model now lies out of range.

Out of sight
If there are no visible models in the target unit, all remaining wounds are lost.
IN SFARSIT! O unitate nu poate fi wipe-uita sau sa ia casualties peste masura pt. ca se vede piciorul la un singur model.

Armor and invul saves and AP work exactly the same.

Look out sir
Ca si in Fantasy, characters cand li se aloca un wound pot sa transfere pe un D6 de 4+ la uun model din aceeasi unitate in 6".
Asta e OK si corecteaza cumva lucrul de care m-am temut cel mai mult si anume faptul ca toti comandantii vor fi tot timpul in spatele unitatilor pentru a fi mai protejati, ceea ce este aiurea.

Numa' sa vedeti explicatia care e super funny: "This represents the character ducking back further into the unit, holding a comrade in the line of fire or being pushed aside by a selfless ally". I could totally imagine that in a Chaos army. Twisted Evil

Si atat deocamdata. Voi reveni cu reguli proaspete in curand.

Tarash_Bulba

Tarash_Bulba
Furacios de blugi

Shooting continued

Cover saves

Se primesc daca 25% din model este obscurat.
Razorwire, fences 6+
Forests, area terrain (like craters and crap) 5+
Ruins, trencehs, ruined fortifications 4+
Fortifications, bunkers 3+

Daca se trage printr-o unitate inamica sau prietena, tinta primeste 5+

Gone to ground are in plus posibilitate de snap fire si overwatch.


Focus Fire
Poti alege sa tragi fie in modelele din afara cover-ului fie in modelele dintr-un anumit tip de cover (daca sunt in cover diferit). Doar acele modele pot muri indiferent de numarul de wound-uri.


Assault phase


The charged unit can choose to shoot overwatch against a unit that charges it. Only once per turn. BS =1. Overwatch cannot cause morale checks or pinning.

Charge range is 2d6.

Charging moves are the same as before (closest to closest unengaged, etc)

Charging through difficult terrain = initiative reduced to 1.

Pile-in moves are 3". And are done after each initiative step.
Spre exemplu daca sunt modele cu I= 4, 2 si 1 atunci se dau atacurile de I4, se scot mortii, se face pile-in 3", se dau atacurile la I2, se scot mortii, se face pile in 3", s.a.m.d.

Bonuses to No. of attacks are the same= +1 for charging, +1 for additional ccw.

Wounds are allocated first to closest engaged models (in base2base) with the models at the current initiative step and then to closest. AFTER these models are removed then the remaining wounds are allocated to the next closest models that are in base 2base.

Lookout sir is the same as for shooting.

Morale checks after CC sunt calculate la fel (Ld - wound-urile diferenta= moral test value).

Sweeping advances are the same.

Daca CC-ul se termina la egalitate atunci se mai face un pile in de 3".

Consolidation
e la fel =d6".
Deci e cam greu sa iasa unitatile implicate din CC. Nice.

Daca un squad face multiple charge atunci pierde atacul bonus +1 de sarja. Toate unitatile sarjate primesc overwatch. Ouch.


Morale


Morale checks are taken when losing 25% or more during a single movement or shooting.
Sau cand se pierde asaltul.

Falling back
is the same.

Regrouping. This changed big time si la jucatorii non-marinei o sa le placa.

Regruparea se face la inceputul turei de movement inainte sa se miste si poate fi facuta de ORICE squad care are macar 25% trupe ramase.

Daca sunt sub 25% mai exista o snasa pe snake eyes.

Awesome! Nu mai fuge squad-ul de 4xCSM, veterani cu mii de ani de experienta doar pt. ca au ramas mai putin de jumate.

Regrouping squads can make a 3" move. Cannot move, run, or assault and can only fire snap shots.


Regrouping when assaulted

Normal leadership test. If passed then CC ensues. If not, then the unit is wiped out. The charger must complete the charge move.

Special rules (fostele USR-uri)

Nu le voi lista pe toate ca is prea multe ci doar pe cele mai importante care s-au schimbat sau cele noi si care mi se par cool.

And They Shall Know no fear
The same as before. It can move, charge, shoot,in addition to the 3" regroup move.
Also immune to Fear. Twisted Evil

Armourbane
2d6 against vehicles for melee.

Blast
Blast weapons are the same doar ca nu pot trage snap fire.

Blind Models hit by blind effect weapons must take a Ld test. If failed then WS and BS are reduced to 1.

Bulky - counts as 2 models
Very bulky - counts as 3 models ( Guess that's where I fit in ha? Rolling Eyes Embarassed
Extremely bulky - counts as 5 models. Shocked

Deamon
5+ invul & cause Fear.

Fear
Test at the biginning of each fight sub phase. by Ld test. If failed then WS reduced to 1.

Fearless
No longer causes no retreat wounds! Happy happy joy joy! bounce

Fleet
Changed to re-roll a single D6 for charging distance.

Furious charge

Da doar +1 la Strength acum. +1 la Init is gone now Sad also Lost when attacking multiple squads.

Hammer of Wrath
Each model with this rule causes one atomatic with it's strength and with AP- at I10.

Interceptor
La sfarsitul turei de movement a inamicului unitatile cu interceptor pot trage intr-o unitate care a venit din rezerve.

Jink
5+ cover. Daca merge flat out sau turbo boost atunci devine 4+. ( Pamps says: Hydras don't care. And laughs maniacally. Wink )


Lance, Melta and Master-crafted
are the same.

Move through cover
e la fel. In plus ignora Dangerous terrain tests. Awesome, ha?

Power of the machine spirit is the same.

Rage
+2 attacks when charging. Lost when attacking multiple squads.

Relentless and Rending are the same.

Shred re-roll failed to wound rolls.

Skyfire Use normal BS when making shooting attacks against flyers.

Smash

Attacks made are at AP2. It can choose to halve it's attacks to double the Strength to max=10, and re-roll armour penetration rolls.

Split fire

Awesome rule. Modelel cu regula asta fac un Ld test si pot trage intr-o alta unitate decat ceilalti. Sa vedem cine o sa aibe regula asta Wink

Stubborn
is the same.

Tank hunters.
Re-roll armour penetration rols when shooting or in CC and can re-roll glances.

Unwieldy attacks are made at I1.

Vector Strike at the end of movement, a unit over which the model passed can be chosen to take D3 +1 hits with models S and AP3. Counts as firing a weapon for the following shooting phase.

Aaaaand that's about it for today folks. Cyaz laterz.

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