Results 1 to 5 of 5

Thread: 6th Edition Main Release

  1. #1
    Modstralian The Dude's Avatar
    Join Date
    Apr 2006
    Location
    Adelaide, South Australia
    Posts
    9,842

    6th Edition Main Release

    As most, if not all of you, are now aware the GW are (rumoured) to be releasing the Sixth Edition of Warhammer 40,000 this year. The purpose of this thread is to have one point of reference on WarSeer for rumours relating to the new release.

    Please note this thread is for the discussion of genuine 'rumours' and not for the discussion of the validity of 'leaked' ruleset which apparently is a hoax.

    Any, and, all off-topic posts and spam will be deleted without notice.

    For discussion of the contents of the 6th edition starter set, see here

    A summary appears below.

    Rules changes

    20 June 2011

    Space Wolves blog posted a bunch of stuff. Many of these match up with stuff from the “leaked” PDF, so it can be assumed they were either its inspiration, or this series of posts was somehow laying groundwork for the “leak”

    Bloodofkittens user Rideroftheerk posted a bunch of stuff from around July 2011 which you can read for yourself:

    http://bloodofkittens.com/network/me...rideroftheerk/

    http://bloodofkittens.com/network/me...ctivity/14767/

    http://bloodofkittens.com/network/me...ctivity/14713/

    http://bloodofkittens.com/network/me...ctivity/14616/

    13 Jan 2012

    Frontline Gaming claimed the "leaked" rule-set was legitimate and "the culmination of a master plan that has been in the works for years."

    The claim is that 6th would see "a move towards a core rule set that they can rely on for a long period of time, updating with FAQ’s and Erratas as needed."

    StraightSilver posted the following on 15 Jan 2012

    Quote Originally Posted by StraightSilver View Post
    The rumours I have heard are:

    The game will have a much heavier concentration on infantry, which will become far more effective and more viable (to try to steer players from mechanised armies - 5th was edition of the transport, 6th is edition of the basic trooper)

    Force organisation slots will go in favour of percentages as in earlier editions of 40K / Fantasy.

    Shooting with infantry will be far more effective. If stationary troops will be able to fire twice at long range, 3 times at close range.

    These were all rumours (and probably just that) I had heard before the supposed leaked rules, but the leaked rules seem to back these rumours up.

    Of course these rumours have been around for a while and it's possible they could have been incorporated into the leaked rules, assuming they are a hoax.
    29 April 2012

    The following was posted on Faeit 212 from "Grant":

    Quote Originally Posted by Grant
    *Vehicles use "hull points" in 6th. If a vehicle has 3 hull points it will die after 3 shaken results, but it can still explode after 1 shot as normal.

    *All cc weapons have AP values in 6th similar to what was in the fake 6th ed rule book leak.

    *There are going to be no different levels of Eternal Warrior either.
    Faeit 212 aslo posted the following, likely gathered from other sites:

    Quote Originally Posted by Faeit 212
    -Hardcover book (just like Fantasy army books)

    6th Edition

    -Many of the general concepts from magic from Warhammer Fantasy are coming to Warhammer 40,000.

    -There will be "lore equivalents"

    -Psychic powers will be generated randomly by psykers (like fantasy)

    -Entirely new rules for constructing army lists (~Look at Fantasy for hints)

    -The FOC may be history
    5 May 2012

    Blood of Kittens posted that there would be certain fluff changes whereby the Ultramarines were charged by the Emperor with protecting an "unknown race" who were "resistant to Chaos" and would therefore somehow save humainty.

    The also claimed the following changes:

    Quote Originally Posted by Blood of Kittens
    *Every unit gets a 6+ save vs. all Psychic Powers.

    *Random Charge Lengths are in

    *Pre-measuring is in.

    *Random Battle field effects are in.

    *All armies can purchase buildings for placement on the battlefield.

    *Psychic powers are selected during deployment. (except Grey Knights)

    *Deployment and Missions types have doubled.
    This was topped off with a claim that allies would return, specifically saying:

    Quote Originally Posted by Blood of Kittens
    That is right allies are back in and this will be according to fluff and will have certain restrictions. So for instance Tyranids will not have any allies. Tau with all Space Marine Chapters. Necrons with Blood Angels. Imperial Guard with Space Marines. Chaos Space Marines with Demons. If it fits the fluff it will be done.
    Captain Idaho points out that this information seems to be designed specifically to fit around certain recent contravercial fluff pieces, saying:

    Quote Originally Posted by Captain Idaho View Post
    Of course, we all know some rubbish could be made up to solve the "problem" but I call bunk on this one. It's just a "Hater" making up rubbish to troll people based upon internet reaction to Calgar letting some Tau evacuate a planet about to be destroyed. Same as people reacted badly to Blood Angels teaming up with Necrons (ignoring the fact they just stopped shooting at each other and withdrew) and now we have a rumour from the same source that Blood Angels can ally with Necrons.
    6 May 2012

    The following was posted on Faeit 212 from "Grant"

    Quote Originally Posted by Grant
    Snap fire - allows a unit to shoot at an attacking unit at bs 1 prior to being assaulted.

    Rhino's have 3 hull points, Landraiders and the defiler have 4. Any damage chart result other than wrecked or explodes will take 1 hull point away.

    HQ's can now challenge each other just like in fantasy. This must be accepted by opponent or is played normal. HQ that wins, wins the assault for his unit
    9 May 2012

    Bell of Lost Souls posts the following:

    Quote Originally Posted by Bell of Lost Souls
    -There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)
    -Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.
    -Each Discipline will have a "Default" power and a set of others that you will roll for each game.
    -Number of rolls you get and the the exact details of which powers you end up with are said to be similar to WFB 8th's power selection mechanic.
    -Powers have a "Casting Cost" that is different from the mechanic used in WFB 8th.
    -Certain 6th Codices will add additional racial specific Disciplines.
    17 May 2012

    In this video, Beasts of War claim that shooting wound allocation will change to require players to allocate wounds to models closest to the shooters first.

    18 May 2012

    theLastWulfen claimed that:

    Quote Originally Posted by theLastWulfen View Post
    Every battle report "this" year in the White Dwarf has used 6th edition rules.
    Analyze the battle reports and you will see the direction of the new 6th edition rules.
    They did the same with the 5th edition, it was really obvious with the Apocalypse books.
    Instead of all this wild speculation, examine and analyze the battle reports.
    Use analytical deduction rather than emotional reactivity.
    1 June 2012

    BoLS reports that Close Combat weapon AP will be as follows:

    Power Weapons: AP 3
    Power fists: AP 2
    Chainfists: AP 1

    8 June 2012

    The mysterious "Grant" was again quoted on Faeit 212 with some stuff pertaining to 6th edition:

    http://natfka.blogspot.co.uk/2012/06...ffer.html#more

    Quote Originally Posted by Grant
    *I don't know if I mentioned it before but the "random terrain" is officially called "mysterious terrain"

    *Some usr names in the codex are "strike down", "blind", and "un-weilding". Not sure what they do.

    *There is a usr called "invisibility" that seems to have an affect on targeting a the unit and also effects assault.
    Games Workshop posted a teaser trailier on YouTube http://www.youtube.com/watch?v=nef_5gNkGfM implying something will happen on June 23. Most have assumed this will be pre-orders, which would support bramgaunt's rumoured release date of 30 June.

    11 June 2012

    Whitehat from DakkaDakka posted the following: http://www.dakkadakka.com/dakkaforum...4.page#4386918

    Quote Originally Posted by Whitehat
    6th ed - a few morsels
    Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6

    Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.

    Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...

    Vehicles cannot contest (unsure if scoring units in transports can

    6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)

    Troops are the only ones that can score (including of course 'scoring units')

    5+ Cover save for most things including ruins.

    Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)

    Percentages are *not* in

    Wound Allocation is closest to furthest.

    Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules

    Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)

    Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.

    Jump Infantry get a free strike at I10 when they charge into combat

    Psychic Power Decks using a dice system similar to Fantasy.

    Flyers are in.

    FNP drops to 5+ Save.
    He has since (12 June 2012) clarified the following:

    Quote Originally Posted by Whitehat
    I mistyped re: the cover saves. Ruins are 4+, the vast majority of stuff is 5+

    I did not mistype WS1 for moving vehicles, they are not WS10 if they moved - flyers might be different; not sure.

    Preferred Enemy change of reroll 1's to wound is in addition to current rules for Preferred Enemy

    Flyers are noted in the BRB changing some of the existing vehicles (Summary sheet in the back)

    Eldar Flyer, Void Raven and Tau I believe are in the same wave.
    12 June 2012

    Darnok posted the following "from a birdy":

    Quote Originally Posted by Darnok View Post
    These come from a birdy, but I'd advise on heavy NaCl-usage...

    AP are on ccw but he says power weapons are ap 2, not 3.
    When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
    It's move assault then shooting now!
    Fnp is 5+.
    Master crafted ccw give you a 5+ invuln save
    When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
    A unit can't claim a object while inside a vehicle.
    There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4 you only do 2 wounds! Strengh 5 or more would do 3 wounds & kill him.
    In kill point missions you get kill points based on what the units points cost, so for example a landraider would be worth 5 kill points & a unit of marines 3pts.
    19 June 2012

    Quote Originally Posted by Darnok View Post
    We have early summer, the birds are singing, and some have seen the new WD. Some changes reported as per new WD:

    Quote Originally Posted by Birdy
    - Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

    - Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

    - Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

    - The Rage USR gives you +2 attacks on the charge

    - All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

    - Monstrous creatures' attacks are explicitly AP 2

    - Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

    - Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

    - You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

    - Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

    - Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

    - Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

    - It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

    - 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.
    Quote Originally Posted by Darnok View Post
    And a second bit:

    Quote Originally Posted by Birdy
    The leaked photo of the cover is correct, that is the new cover of the normal hardback rulebook. The collectors edition looks *******' sweet though, with amazing artwork and brass doodads, etc etc. The skull measuring tape is pretty cool too, and the munitorum dice come in a lasgun charge pack case, and are also pretty nicely designed. The special edition templates follow the Fantasy example of being somewhat visually-related to the game, except instead of faux-gold framing, they're faux-steel framed, with coruscating arcs of blue psychic fire spoking out from the middle of each (or the narrow end of the flame template)

    Release date:

    This image was seen some time ago, and appears to indicate July 14 as the date for the release of the 6th Edition rulebook.

    It is generally accepted now that the main release should be in July 2012

    Most recently, Darnok has piped in on this:

    Quote Originally Posted by Darnok View Post
    Without a quote this time, but I wanted to note that another birdy has confirmed 40K 6th edition for July.
    And on 20 May 2012:

    Quote Originally Posted by Darnok View Post
    It seems there are some 40K releases scheduled for June, including the new rulebook, templates, dice and either markers or cards for psychic powers. Cheers to the birdy!
    The starter box is less certain, with some suggesting it will drop around the same time as the new edition:

    Quote Originally Posted by Ragnar69 View Post
    A good friend of mine works in the FLGS and informed me that the German starter box will be available second week of June.
    And others claiming later:

    Quote Originally Posted by Darnok View Post
    Quote Originally Posted by Birdy
    Hey Mate,

    Can confirm 100% that 40,000 Starter is slated for September release.
    May 28 2012 - 5th Edition Rulebook removed from GW shelves.
    The Tale of Guilders

    That's just... like... your opinion, man.

    #| ||||||||||||||||| W ||||||||||||||||| |#

  2. #2
    Modstralian The Dude's Avatar
    Join Date
    Apr 2006
    Location
    Adelaide, South Australia
    Posts
    9,842

    Re: 6th Edition Main Release

    Products:

    12 June 2012

    Quote Originally Posted by Darnok View Post
    Thanks to a great birdy (you know who you are ), some confirmation stuff:

    Quote Originally Posted by Warhammer 40,000: Rulebook, £45
    There is no time for peace. No respite. No forgiveness.

    There is only WAR.

    In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.

    Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever.
    It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...

    The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill.

    With 440 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
    Quote Originally Posted by Warhammer 40,000: Psychic Powers, £8
    One of the many exciting features of Warhammer 40,000 is Psychic devastation, where Psykers wreak havoc on the battlefield. Psychic Powers is the complete set of Psychic cards, which be used in conjunction with Psychic Disciplines. They make a great accessory to your tabletop games.

    This set contains 35 large-format cards and come stored in a plastic fan-opening case, which bears the Aquila. There are 7 cards for each Psychic Discipline, each of which is represented by distinct artwork. There is also an instruction leaflet that classifies which powers can be used by the main Psykers in the Warhammer 40,000 universe.
    There are also "Munitorum Templates" (£12, designed with a metal effect look), "Munitorum Tape Measure" (£10, looking like a Servoskull) and "Munitorum Dice" (£10, while stocks last).

    On advance order on 23th, available from 30th of June.
    bramgaunt tells us the Templates, tape measure etc are unavailable for pre order but will be released mid July. Others say they will be in store on June 30

    Click image for larger version. 

Name:	54lgwh.jpg 
Views:	870 
Size:	156.2 KB 
ID:	143423Click image for larger version. 

Name:	IMG_20120620_035150.jpg 
Views:	950 
Size:	165.0 KB 
ID:	143424Click image for larger version. 

Name:	IMG_20120620_035156.jpg 
Views:	904 
Size:	239.0 KB 
ID:	143425Click image for larger version. 

Name:	IMG_20120620_035335.jpg 
Views:	1471 
Size:	174.8 KB 
ID:	143426
    Last edited by The Dude; 23-06-2012 at 23:26.
    The Tale of Guilders

    That's just... like... your opinion, man.

    #| ||||||||||||||||| W ||||||||||||||||| |#

  3. #3
    Modstralian The Dude's Avatar
    Join Date
    Apr 2006
    Location
    Adelaide, South Australia
    Posts
    9,842

    Re: 6th Edition Main Release

    Some sections of the rules are visible in GW's latest video:






    Last edited by The Dude; 23-06-2012 at 09:38.
    The Tale of Guilders

    That's just... like... your opinion, man.

    #| ||||||||||||||||| W ||||||||||||||||| |#

  4. #4
    Modstralian The Dude's Avatar
    Join Date
    Apr 2006
    Location
    Adelaide, South Australia
    Posts
    9,842

    Re: 6th Edition Main Release

    Another screen shot:

    The Tale of Guilders

    That's just... like... your opinion, man.

    #| ||||||||||||||||| W ||||||||||||||||| |#

  5. #5
    Modstralian The Dude's Avatar
    Join Date
    Apr 2006
    Location
    Adelaide, South Australia
    Posts
    9,842

    Re: 6th Edition Main Release

    A couple of good posts here:


    Quote Originally Posted by Aryllon View Post
    I didn't see anyone share these yet, but here's all the new psychic power names as listed in WD, per category, along with snippets of what's readable regarding their effects...
    Pretty easy to make some assumptions re: filling certain blanks.

    Biomancy
    Haemorrhage (wounds on a failed toughness roll, if killed it jumps to random friend or foe within 2" and continues)
    Warp Speed (has an effect on Attacks)
    Life Leech (12" range shooting profile)
    Endurance ("... within 24"... gains the F...[eel no Pain?] special rule")
    Enfeeble ("... within 24"... suffers a -1...")
    Iron Arm (Toughness mentioned)
    Smite (12" range shooting profile)

    Pyromancy

    Molten Beam (12" S8 AP1 Assault 1 Melta)
    Sunburst (6" range shooting profie)
    Spontaneous (Combustion?)
    Inferno (24" range shooting profile)
    Fire Shield (... within 24"...)
    Fiery Form (+2 Strength)
    Flame Breath (template)

    Telepathy
    Hallucination (roll a D3 to either pin or incapacitate the enemy, or make them attack themselves using the most powerful weapons they have!)
    Invisibility (... within 24"... Stealth... something Skill 1...)
    Terrify (er, can't see but can probably guess!)
    Puppet Master (24" something)
    Mental Fortitude (... regroups)
    Dominate (... within 24"... must pass a... shoot, run... [selected enemy within 24" must pass initiative otherwise unable to shoot, run etc?])
    Psychic Shriek (roll 3D6... possibly similar to Banshee exarch Warshout power rather than damage dealing?)

    Divination
    Scrier's Gaze (roll 3 dice and choose your result for reserves, outflank & mysterious terrain)
    Precognition (something about To Hit and To Wound, presumably a reroll)
    Perfect Timing (no idea)
    Endurance (FAIL! for some reason they have a biomancy card in here, there's a divination power missing)
    Forewarning (... within 12"... 4+ invulnerable)
    Foreboding (... counter attack... full ballistic... overwatch...)
    Prescience (something within 12" can reroll something)

    Telekinesis

    Vortex of Doom (12" S10 AP1 Heavy1 Blast, test failed = centre template on the casting psyker)
    Telekine Dome (something within 12", invulnerable is mentioned... sounds like the Grey Knight thing)
    Shockwave (12" range shooting profile)
    Objuration (no idea)
    Gate of Infinity (something to do with 24" Deep Strike - sounds like redeploy on the go)
    Crush (just says 'roll 2D6'... sounds like a big-Orky-foot type power!)
    Assail (18" shooting profile)

    You know, we might not get race-specific powers in many codices after all. Take Eldar for example; many of their existing powers seem to be replicated in some form judging by the power names in Telepathy & Divination (the only new lists they can use).
    Quote Originally Posted by Morticon View Post
    Thought id post this in here too.

    GW have updated an "Ally Page" -> http://www.games-workshop.com/gws/co...iPageMode=true

    This seems to be exactly the same allies allowed as the GW UK June/July doubles tourney - found here:



    Not sure if the levels will remain the same, but from my prelim checking- the armies listed as allies (or not) are identical.
    The Tale of Guilders

    That's just... like... your opinion, man.

    #| ||||||||||||||||| W ||||||||||||||||| |#

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •