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    6th Edition for 2012!


    Posts : 380
    Join date : 2010-03-30
    Age : 38
    Location : Gibraltar

    6th Edition for 2012!

    Post by Kelmacett on Sun Mar 13, 2011 9:06 pm

    Hi All,

    Look what I found in the warp:
    Ok the ”Bombshell” I really need to use better wording…

    ”By the end of the next Olympics we will be treated to 6th ed Warhammer 40k”
    Now that is something that people that follow GW trends have suspected for awhile. So really that is not that earth shattering. What makes 6thed potentially earth shattering is the version of AoBR we will get. For the first time in a long time neither Xenos nor the Warriors of Roboute Guilliman will be featured. Nor will the Sledgehammer of the Emperor be chosen to fill the starter box.

    What that means for all of us… we shall have to wait and see.

    AoBR refers to Assault on Black Reach which was a pretty amazing starting pack for 40k.

    So no Xenos in the box discounts: Eldar, Dark Eldar, Necrons, Orks, Tau and Nids.


    No warriors of Roboute Guilliman discounts: Ultramarines and any successor chapters - So really we could still have Dark / Blood Angels, Black Templars, Imperial Fists etc...

    Though rumours abound poeple are hopefull of a Sisters of Battle vs Deamons intro box!

    What will be curious really is that ITS A NEW RULE BOOK!

    So what could they really change about the core rules? Or what really needs fixing? Im just curious because the current rules set is pretty good within the simplicity that they have adopted for 40k that is.



    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

    Posts : 380
    Join date : 2010-03-30
    Age : 38
    Location : Gibraltar

    Re: 6th Edition for 2012!

    Post by Kelmacett on Sat Jun 25, 2011 7:00 pm

    Warning Warp Breach in progress
    Null Shield deactivated
    Warp Quake imminent.
    Erase all Psychers before impact.

    Warning Warp Breach in progress
    Null Shield deactivated
    Warp Quake imminent.
    Erase all . . . . . . . .

    Pretty crisp and clean
    on odd pages there is the normal rule text with examples, on even pages there are the usual diagrams and charts, and small boxes with definitions
    Lots of rules that were formerly explained within the text, are now only summarized in the text, the full rules are given in these boxes, you can read the rules text very fast without much detail, there are some boxes that have a name of a rule, but are empty otherwise. I guess that there should be page references to later pages, for example in the terrain rules, there is Torrent of Fire mentioned, the rule is explained much later (in a box), there is an empty box in the terrain section that reads Torrent of Fire however
    So you have both: clear rules veterans and easy reading for first-timers
    But it seems that there is not much space left for pictures, though

    characteristic tests as normal,
    if unit must make test, it is made by squad leader
    vehicles fail every test automatically if they don’t have the value
    test on ld is made with single D6 on halved value, vehicles pass these tests automatically
    Majority characteristic: characteristic-value with most wounds in unit, if draw, use the higher

    Keep track on:
    movement distance
    morale condition
    everything else can be forgotten between actions

    4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain
    no model can ever make more than two saves or one re-rollable save
    normal models can only make one roll or one re-rollable roll
    Situation where two rolls are eligible:
    - one of the saves is FnP
    - model is character
    - model is bracing

    Feel no Pain (1-3): save on 5+,4+,3+, only negated by AP 1, 2 and wounds that don’t allow armour saves, the only save that every model and not only ICs may take in addition to another save

    The rules make really clear what an unit can do and what not. There is an own chapter for the basic concepts. Every special rule has only to state: can do x, y, z and it is perfectly clear that the unit can still a, b and c
    - movement: movement in movement phase, sometimes only special types of movement are allowed: advance, surge, flat out, fleet; charge and disembark have to be rules out explicitly
    - consolidate moves: every other move, has to be mentioned explicitly
    - psychic powers
    - shooting
    - Reactions
    - residual actions: any other action, for example popping smoke
    unit is immobile: abbreviation for cannot move, react, make consolidation moves

    models can react every time the conditions are met

    - Going to Ground:
    who: non-vehicles, non-monstrous creatures
    when: unit is being shot at, before rolls are made
    instant effect: -
    lasting effect: Suppressed, if not already Suppressed

    - Brace:
    who: tanks, walkers, monstrous creatures
    when: being shot at, before rolls are made
    instant effect: one weapon destroyed ignored, two saves for MC like IC
    lasting effect: Suppressed, if not already Suppressed

    - Flying High:
    who: jet pack infantry, jump infantry, jetbikes
    when: being shot at
    instant effect: count as being flyer for shooting, opposing player can make 6” consolidation move with the unit
    lasting effect: Suppressed, if not already Suppressed

    - Evade:
    who: skimmer, fast non-tanks, jetbikes, bikes, jet pack infantry, jump infantry
    when: unit is being rammed or tank shocked and nearly fails morale check
    instant effect: on 3+ can make 6” consolidation move, ignores ram if out of the way
    lasting effect: -

    - Return Fire:
    who: (disembarked) units with Overwatch
    when: unit is shot at the first time in the phase
    instant effect: unit can fire rapid fire and assault weapons with a single shot at attacking unit, range 12”, resolved simultaneously, opposing unit is fearless (2) and stubborn for this purpose
    lasting effect: -

    - Charge by chance:
    who: non-vehicles, walkers
    when: Trapped, tank shock
    instant effect: charge by chance
    lasting effect: -

    there are two different things: to be in cover, to be in terrain
    every piece of terrain has a footprint, if an unit is this area or touches it, it is in terrain, being in terrain is important for movement and assaults
    to decide if a model is in cover, you use true line of sight, cover is usually used for shooting, though some weapons use terrain

    terrain is open, impassable, or has any number of the following attributes:
    - difficult terrain: unit can only advance through it, if a single model moves through
    - dangerous terrain:
    units that move through dangerous terrain must make a test
    non-vehicles make dangerous terrain test for every model that has actually moved through it at the end of the phase
    vehicles must designate a point where they enter the terrain before the movement, than make the test, if vehicle is stunned, immobilized or destroyed, move it to designated point in a straight line
    for every failed test, the unit gets a hit
    non-vehicles: failed on 1: auto wound on unit, allocated together as Torrent of Fire
    vehicles: roll depends on movement distance: advanced = failed on 1, surged = failed on 1-3, flat out = failed automatically, vehicle gets S8 hit against side armour
    walker only ever fail on 1
    non-vehicle units make only a single dangerous terrain test a turn, vehicles every time they enter a different dangerous terrain
    - leveled: must spend movement for vertical advancement, non-walker vehicles and bikes can’t move vertical in leveled terrain

    difficult and dangerous terrains are always ignored if the movement isn’t taking place in the own movement phase

    Preparation and consolidation phase
    These phases are collecting basin for all kinds of action that takes place before the movement or at the end of the turn. The player which turn it is may choose the order of these actions freely.

    preparation phase: psychic powers, placing reserves, rallying, joining/ leaving, claiming mission markers

    consolidation phase: rallying, consolidation moves, jet pack moves, joining/ leaving, embarking, killing multi-wounded units

    consolidation move: moves outside the movement phase (jet pack movement, embarking, joining/leaving, falling back, moves after combat, tank shock evasion …) and moves that are described as consolidation moves are consolidation moves
    cannot end in contact with enemy, ignores terrain even if performed in own movement phase, all units are relentless for this movement, can move even if fired heavy weapon, can fire heavy weapon afterwards, doesn’t affect unit speed for being shot at if not stated otherwise

    Abandon: If there is more than one model with less than its initial wounds in an unit in the consolidation phase, the owning player must remove all but one as casualty ( ID(3) ). Independent characters are ignored.

    movement phase:
    Units can stay stationary or move in different speeds. They can advance and use their normal movement or they can surge and double their movement distance. Some units can go flat out or fleet and triple their movement.

    Advance: normal movement: every action allowed
    Surge: double movement: close combat, consolidate moves, psychic powers, reactions, residual action allowed
    Flat out: movement: triple movement: only reactions allowed, use own columns on to hit chart
    Fleet movement: triple movement, can charge, count as moving against shooting, cannot forced surge

    If the unit goes through difficult terrain it can only advance. No unit can ever go flat out or fleet through terrain.

    Forced surge: Units can surge through terrain if they are allowed to go flat out outside terrain this turn. Tanks cannot force surge (except during a ram).
    If the unit fails an I-test, terrain is treated as dangerous terrain.
    During a charge, every unit can try to surge through. If the I-test is failed, the unit still can only advance. units, that have passed their I-test for the fleet movement, automatically pass this I-test.
    Can’t surge if there is another reason for the restriction to advance movement than terrain.

    Unit types:
    infantry: 6”
    beasts/cavalry: 8”, fleet (1)
    jump infantry: 8”, ignore terrain*
    jet pack infantry: 6”, ignore terrain*, 6” move in consolidation phase
    jetbikes: 10”, ignore terrain*, flat out
    (eldar jetbike: jetbike with Fleet (2) )
    bikes: 8”, flat out, cannot force surge
    vehicles: 6”
    fast vehicles: 6”, flat out
    fast skimmer: 8”, flat out
    walker: 6”, treat terrain like infantry

    * as long as they don’t start or end in terrain

    Fleet (1): infantry, beasts, monstrous creature, jump infantry, jet pack infantry: I-test, if successful, can perform fleet movement, can always advance during disembarkation;
    bikes and jetbikes: I-test successful: can make 6” move in consolidation phase
    Fleet (2)/Bounding Leap: as Fleet (1), no I-Test required

    Random movement: roll a D6: 1-2 unit moves as infantry, 3-4 unit moves as jump infantry but cannot ignore terrain, 5-6 unit moves as beast

    no model may enter 1” of enemy models unless it charges,
    the only difference between a charge and a normal movement is: models may enter 1” of enemy models.
    all other movement restrictions apply, unit must stay in coherency, are subject to terrain
    charging units can make a forced surge
    an unit can charge more than one unit, but must stay in coherency, cannot move closer than 1” to enemy units that are not charged
    The units in contact are now locked. If any model moved through terrain, the defending unit can claim to be in terrain in the assault phase, in the assault phase, both unit pile in before trading blows

    Charge by chance:
    sometimes units are forced to perform a charge in another phase than the movement phase, the charge by chance is a pile in move, as if the charging and defending unit were locked but have lost contact, the defending unit can make a pile in move afterwards (even if it is his phase, the defending player piles in last).
    the combat is fought in the next assault phase and no side counts as attacker or being in terrain, no side can use grenades, no further pile in moves occur before the fighting

    Movement distance is important for shooting, only the attempted movement in the movement phase counts (other movements do not count, consolidate moves don’t count, even a vehicle that has movement 1” can claim having moved flat out),
    can be ‘overridden’ by three events outside movement phase:
    fighting in close combat : stationary
    become immobile: stationary
    falling back: moving

    To wound chart:
    wound everything at least on 6+

    Wound Allocation (cc and shooting):
    hit as normal, wound against majority

    mark dice that represent special weapons and attacks or roll separately
    1. decide whether to use Torrent of Fire or not
    2. target’s player allocate wounds to models, beginning with one chosen armour group, if every model in this group has a wound, start with another armour group and so on, if every model in the unit has a wound, start over
    —> multiple wounds: count for allocation as as many models as wounds remain
    3. pick an unresolved armour group, determine which wounds are directed
    4. directed wounds: roll saves for directed wounds, shooting player removes casualties
    5. roll all remaining saves of this armour group, owning player removes casualties
    6. goto 3

    Directed wounds:
    there are directed wounds in close combat and long-range combat, casualties from directed wounds are removed by owning player of the attacking unit
    Wounds cannot be directed if targeted unit has Shielded USR, Torrent of Fire is used, vehicle diverts its fire or non-vehicle, non-MC unit is in fire corridor
    Number of directed wounds: After allocating wounds to an armour group, it is determined if the how many and which wounds are directed as following:
    - every attack from an IC in close combat is a directed wound,
    - of the remaining wounds, every second wound, beginning with the first, from a Sniper weapon is directed.
    - Of the remaining wounds on-sniper wounds, every fifth wound is directed, owning player of the shooting unit decides which wounds are directed

    Torrent of Fire/Blows: if torrent of fire is used, the targeted unit is a single armour group, the owning player can choose one model, the whole unit has the same combination of armour saves
    During a Torrent of Fire, no wound is directed

    Armour group: number of model that share the same combination of saves, for example: 3+ armour save, Feel no Pain (1), no invulnerable save, 6+ cover save that is re-rollable on 1


    for determining if a particular model in the unit can shoot, check range and line of sight from this model

    cover saves:
    fire corridor is measured from squad leader, to the two outermost models in the target unit, if 50% or more models are invisible or partial invisible due to cover or vehicles or monstrous creatures, the unit is in cover,
    non-vehicles/MC are invisible for determining cover saves, but if such an unit is in fire corridor, wounds cannot be directed
    if unit is covered mostly by fortifications or models are completely invisible: 4+ save
    if unit is covered mostly by vegetation: 6+ save
    if unit is covered mostly by vehicles or anything else: 5+ save

    To Hit chart:
    it is the same chart as the wound chart, but with seven columns from 0 till 6
    (evasion value in brackets, abbreviates for small chart)

    buildings (0)
    stationary vehicles, MC, bikes (1)
    stationary infantry, jet pack infantry, jump infantry, beasts // moving vehicles, monstrous creatures (2)
    short distance // moving infantry, jet pack infantry (3)
    moving bikes, jump infantry, beasts // swarms // flat out vehicles (4)
    flat out bikes (5)
    flyers, beacons (some narrative missions use beacons) (6)

    BS 1-10

    every column is: …. 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ …. but is shifted up or down
    I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5 // 6 // 7

    if distance from squad leader to target is less than 12”, unit can always change column to short distance column
    if a model moves like a different unit type, the initial unit type is still used for the chart

    Assault weapon: bonus attack for second close combat weapon if unit has charged

    Pistols: model can use it as additional close combat weapon or use its Strength in close combat but gains no bonus for another ccw, if pistol is AP 1,2 or 3, attacks are Rending (2)

    Blast (Small) and Blast (Large):
    scatter as before
    don’t use line of sight for determining cover saves, if majority of unit is in terrain, models get cover saves
    marker has infinite height, only in leveled terrain it is two-dimensional
    multiple Barrage is used every time when there comes more than one blast marker of the same type from a single shooting unit

    Template: if there is a range given in a template weapon’s profile you can place the small end anywhere in this distance

    Sniper (1): always wounds on 3+, Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound
    Sniper (2): always wounds on 3+, Rending (1), Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound

    Pinning: must make a pinning morale check

    Tracer: treat every target as stationary

    Anti Air: treat targeted flyer as flat out vehicle

    Rending (1-3): 6,5+,4+ on to wound roll wound automatically and are AP2 or count as power weapon, D3 extra armour penetration

    Poison/Dissolving (X+): as before, for shooting and close combat

    Lance (1-3): treat AV as 13,12,11, no modifiers on damage chart ever

    Instant Death(1): caused by double strength and other effects, models without Eternal Warrior (1-3) loose all wounds
    Instant Death(2): models without Eternal Warrior (2-3) loose all wounds
    Instant Death(3): also called removed from play, models without Eternal Warrior (3) loose all wounds

    Eternal Warrior(1-3): Immune to Instant Death of same or lower level

    Assault Phase:

    Engaged model: a model that is in base to base contact with enemy model is called engaged, a model that is in contact with friendly engaged model is also called engaged, so if you have a long queue of models that are all in base to base contact and the first is in contact with enemy, alls are engaged

    Pile In Move: consolidation move, 6”, priorities:
    - must move as man models as possible in base contact with locked enemy unit
    - as many models as possible must end the move engaged with model of unit it is locked in close combat with,
    - rest of the model must move as near as possible to engaged models
    if it is not possible to bring a single model into contact, the distance is increased with 3” until one model is engaged
    At the end of the pile in move, every struggling, still unengaged IC is placed in contact with engaged model of enemy’s choosing.

    Pile in after charge:
    charging units make Pile In move, than the defending unit makes a Pile in Move

    Every engaged model can attack. If it is engaged with more than one unit, it can decide freely.
    WS majority is used
    IC are unit of their own in close combat

    Initiative order:
    Always strike first/last: unit strikes before I1 or after I10, is not affected by I modifiers, if unit always strikes first and last, it strikes in normal I order

    charging unit in terrain: strikes at I1

    Power fist: strikes always last

    Feint: models can attack in a lower initiative phase if they want

    Grenades: unchanged

    Resolving combat
    unchanged, but no more -1 for under half strength

    No retreat:
    Fearless units (or units that stay in combat even if they fail their morale check) make normal morale checks after loosing a combat, if failed, can decide nonetheless to stay in close combat, but every model in base to base contact may make a single attack against unit, if a model is in base to base contact with several Fearless units that failed their test, it can make one attack against each unit

    Sweeping Advance: normal, unmodified I of squad leader is used

    Pile in after combat: all locked units make Pile In moves, order is chosen by the player who’s turn it is, units that are no longer locked and not falling back, make a 3” consolidation move, the unit counts as being stationary

    Special rules
    distinction between special rules and universal special rules
    Some USR and other special or weapon rules have more than one level. If no level is given, the rule is treated as level 1. Only exception: Lance and Fearless are level 2 by default
    USR are always conferred to or from joined IC, other special rules not
    deployment rules and rules in codices are temporarily lost if not every model in the unit has it, if it is not explicitly stated otherwise

    all USR:
    Preferred Enemy: as before
    Tank Hunter: as before, but it only works against tanks
    Counter Attack: as before, negates Furious Charge
    Veiled(1): if unit targets veiled unit, must roll 3D6 x 3” over distance or forfeit shooting
    Veiled (2-3): 2D6” x 2
    Acute Senses/Night Vision(1-3): reroll Veiled roll of equal or lower level
    Furious Charge: as before
    Hit & Run: as before
    Overwatch: can react with returning fire
    Move through cover (1): I-Test to ignore terrain
    Move through cover (2): ignores terrain
    Sworn Brothers/Mindless Slaves: if squad leader is killed, every other model in unit can assume leadership
    Rage: must always at least advance and use full distance towards enemy (for example raged infantry must at least move 6”, if decide to surge, must move 12”), if shaken or embarked, ignores the rule
    Shielded: as long as one model with this rule remains in target unit, wounds cannot be directed wounds
    Slow and purposeful: Relentless; can only surge, if S-test is passed, if unit moves through terrain, it cannot force a surge, units with SaP and Fleet and/or Flat out have Relentless and Random movement instead, negates Preferred Enemy
    Shock Troop: always rolls a single D6” under 18” in a deep strike, a hit is a hit
    Skilled Rider/Driver/Ranger (1): reroll dangerous terrain tests
    Skilled Rider/Driver/Ranger (2): ignore dangerous terrain tests
    Stealth (1): +1 on cover save, must take Vanish reaction if unit takes a shooting reaction
    Stealth (2-3): +1,+2 on cover save; 6+,5+ in the open, must take Vanish reaction if unit takes a shooting reaction

    no USR:
    Relentless: always count as stationary for firing weapons
    Swarms: use the moving beasts (4) column in the chart regardless of movement or unit type, Blast and Template Weapons cause Instant Death (2) against swarms


    damage chart:
    only negative modifiers: -2 glancing, -1 any hit except AP1 and AP – against tanks, -2 AP – against tanks (AP 1 flat +1 gone), -3 hit by blast marker but hole not over vehicle and vehicle is not open-topped (no more halved S for blast markers)

    chart unchanged, but if vehicle blows up (6+ on chart), embarked troops and models in D6” get S3 AP – hit, if vehicle blows up embarked troops are Suppressed, if the vehicle is only wrecked they are fine

    if a flat out moving vehicle is immobilised (4) or wrecked (5) it blows up (6+) instead and embarked units are Pinned instead of Suppressed.

    close combat basically the same:
    no close combat resolution against non-walkers, but units can decide to break off and make a 3” consolidation move
    hit stationary vehicle automatically, advancing vehicle on 4+, at any other speed and skimmers on 6+

    Shooting: stationary: fire all weapons, advance: fire one, surge: no weapon
    fast as before: advance and fire all, surge and fire one
    every weapon can target different unit, when doing so, cannot cause directed wounds, even with Sniper weapons

    Fire point: can fire if vehicle has advanced or surged, but only 12” regardless of weapon type, embarked troops are relentless
    Embarking: 4” move in consolidation phase in contact towards access point, if squad leader reaches access point, unit is embarked. If not, no move is performed
    Disembarking: 4” in movement phase from any access point or base in case of flyers, consolidation move, counts as having moved the same distance category as vehicle, i.e. stationary, advance, surge; no charge
    cannot disembark if going flat out or if unit cannot move as fast as vehicle, i.e. cannot disembark at surge speed into cover, as you can only advance in cover
    if vehicle was stationary, unit can move normally from access point instead of disembarkation move, can charge
    fleeting units can advance from access point instead of making disembarkation move if vehicle advanced or surged

    Trapped: if an enemy model is in base to base contact with access point of closed vehicle, access point cannot be used. If every access point is blocked, the unit cannot disembark. If the unit is forced to disembark because the vehicle is destroyed, the unit is placed on the wreck or in the crater. If the unit is forced to disembark for another reason it is destroyed. The units that were in base to base contact with the access points must make a charge by chance on the embarked unit immediately if it can react
    Flyers in skimmer or flyer mode and open-topped vehicles are not subject to this rule. If embarked units have to disembark place them as near as possible to the vehicle (wreck) or base

    Multiple embarked units: must use different access points, if Trapped, choose access points, respective unit must charge

    Skimmer: no more cover save for flat out movement

    Squadron: must target the same unit,
    if consists of at least two vehicles, one is squadron commander
    commander: as long as commanding vehicles exists, every immobile result in squadron on vehicle with weapons left is weapon destroyed instead
    rest unchanged, old allocation rules

    Lumbering: can only surge if roll of 4+ on D6, if moved not faster than advance: can fire every turret mounted weapons in addition to normally allowed weapons

    open topped:
    has no further effect than that units can disembark and fire everywhere, no charge advantage, no damage modifier

    cannot force a surge, even if they are flat out, but can ram
    AP 1 and AP – only useful against tanks

    only non-tanks can force surge through terrain outside of ram
    fails I-test automatically, so gets a S8 on 4+

    now every tank shock is a ram, a ram is a straight movement with max speed (flat out or surge), if tank cannot go faster than advance, cannot ram
    tank can force surge through terrain, but still can’t go flat out through it
    only one turn before the movement is possible

    three things can happen: tank shock through unit, passing interfering terrain, ramming attack against vehicle or building or impassable terrain

    no disembarking or shooting from embarked unit or vehicle is possible after ramming

    S8 against side on 4+ as normal
    Skimmer can choose to fly over terrain or go through. If go over, no tank shock or ram on units in terrain.

    Tank shock:
    an unit under the vehicle’s path must make a morale check
    if it fails, the unit evades headless and is falling back
    If check is nearly failed, unit is rolled over
    If check passed but not nearly failed, can decide if nothing happens nothing happens as tanks passes by or unit is rolled over
    Rolled over: unit can attempt to stop vehicle (like death or glory)
    shaken units can’t try to stop
    if the tanks presses on, the unit gets D3 S5 hits with Rending (2)

    Ram against vehicle/building:
    both vehicles deal an automatic hit to the opposing vehicle
    the hit is resolved against the side in contact
    to calculate the S, take the AV in contact (if it is a tank, always take the front AV) and subtract a modifier
    -6 if ramming vehicle has surged
    -4 if ramming vehicle moved flat out
    impassable terrain and buildings have AV 14 for this purpose and can’t be damaged

    Ram against walker
    walker can try to stop tank as if rolled over, if vehicle isn’t stopped, impact is resolved as ram, walker cannot charge by chance

    if tank would end movement on unit:
    may make a 6” special move in any direction but they must try to make place for the tank, if they would be still under the vehicle they may make another 3” move and another and another, until they are 1” away from the tank and in coherency, moves are treated like consolidation moves, but can performed in every situation even if unit is immobile or can’t perform any other action
    the evading unit can perform a charge by chance on the vehicle, if it can react, afterwards

    comes to halt, if it: touches vehicle, building, impassable terrain, 1” before an unit in close combat or is stunned, destroyed or immobilized, movement distance is reached

    Artillery: vehicle, squadron, immobile, AV 10 /10 /10, BS as crew,
    no commander
    can place one crew counter per artillery, some can have additional crew members
    can remove counter to ignore a single crew shaken or stunned result
    can fight in cc like a walker, with WS, S, I as the crew, the number of attacks is the number of crew counters plus the number of artillery devices
    enemy attacks are resolved solely against the artillery

    - can decide every round in the preparation phase: count as fast skimmer or flyer, can decide upon arrival from reserves

    flyer mode:
    - If flyer is in reserve, it is placed in harry reserve every time, even if it can’t outflank
    - Flyers from reserve are place in the the preparation phase on any table edge
    - unlike other vehicles, flyers cannot turn as they like
    - ignore all terrain, even impassable
    - up to 18” movement, no surge, no flat out, one turn anywhere during the movement up to 90 degrees
    - must move 12” in straight line in preparation phase, can turn up to 45 degree at the end of the movement,
    - must move 12” in straight line in consolidation phase, can turn up to 45 degree at the end of the movement, if reaches table edge or can’t be placed at the end of the turn, flyer is put back in harry reserve, cannot change into skimmer mode
    - Flyers can always fire every weapon at a single target, all weapons have AA rule
    - no (dis-)embarking, except special drops if unit has Aerial Drop special rule
    - if immobilized (4) or wrecked (5), place Blast (Large) marker in random direction in 3D6”, causes S5 (against side armour), place crater
    - Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. If immobilized, unit is placed in crater, get S5 hit each, Suppressed
    - flyers have their own column in the to hit chart, Blast weapons don’t use their marker, use BS to hit, if marker targets another unit and touches flyer, hit is ignored
    - barrage and ordnance weapons can fire direct, but must re-roll hits, even if twin-linked, weapons that hit automatically can’t hit flyers, that includes shooting, rift and shock wave psychic powers that hit automatically
    - close combat: in contact with base, attacks hit on 6, any other unit than jump infantry, jetpack infantry and jetbikes must re-roll hits
    - cannot be rammed, base is treated like unit in close combat

    Aerial Drop: flyer with this special rule can disembak units even if in flyer mode, in any phase embarked jump infantry and jet pack infantry can be placed via deep strike on a point, the flyer has moved over in this phase

    IC: can roll two saves at the same time,
    All wounds from an IC in close combat are directed. count as separate unit in assault phase for dealing damage
    joining: 3” move in preparation or consolidation phase, assumes automatically squad leadership
    combat: if IC is part of an unit that is in close combat, but isn’t in base to base contact, it is moved into it by the shortest distance

    Squad Leader:
    You must nominate one model of every unit to be the squad leader, if the unit entry doesn’t make clear which model it is in the first place.

    Banner/Icon/Trophy: if squad leader is killed, standard- or icon bearer automatically becomes new squad leader.
    If one or more independent characters have joined the unit, one of them automatically becomes new squad leader. If the IC is killed, the normal leader takes over.

    Squad leaders can take two saves, all wounds from squad leader in close combat are directed
    only applies for initial squad leader.

    If the unit must take a characteristic test, use the profile of the Squad leader.
    used for all kinds of things

    Every time when something is measured from the squad leader, or he has to make a test for the unit, but the unit has no leader anymore, the opposing player can choose one model for this purpose

    psychic powers:

    Psychic test: morale check to use power, if morale check is failed, no more powers this turn from this psyker

    perils: unchanged

    power levels: number of psychic powers per player’s turn
    power types:
    - shooting power: count as firing a weapon, line of sight, BS roll or scatter if blast, fire point needed
    - rift power: count as firing a weapon, true line of sight, no BS roll or scatter, only disembarked, targets suffer described effect, wounds from rift powers cause ID (2)
    - modifying power: preparation phase, no line of sight or BS roll, no fire point needed, distance from hull, can only target own models inside transport; if target splits during the turn, the psyker’s player can decide on which part the power remains
    - aura: preparation phase, psyker and joined unit are effected, if psyker leaves unit, power stays only with psyker, no BS roll, no fire point needed, transport unaffected, sustained power
    - shock wave: count as firing a weapon, no line of sight, no BS roll needed, radius from base edge, must be disembarked, units in transports are unaffected

    block: psyker in normal condition in 24” of other psyker can attempt to block psychic power, on 5+ blocked, on 1 perils of warp attack (unchanged), if equipped with similar wargear, psyker can decide which to use, only one block attempt per power

    passive powers: no need for psychic test, not subject to block, don’t work if unit ‘can’t perform any action’
    resonating powers: can stack
    sustained powers: if psyker is shaken or engaged in close combat, power is blocked
    rampant power: if psyker uses a rampant power, cannot use another power this turn, even with power level 2 or more

    force weapon: as before, ID(2)
    witchblades: as before, besides: force weapon with ID(1)

    Unit conditions:
    Morale checks: roll with 2D6 against squad leaders Ld as normal, but result of a failed or passed roll varies from situation to situation i.e. psychic test, pinning test, casualties, and are given for every situation. there is no more: “make a normal morale check”
    In some situations a morale check can not only be failed or passed, but also be nearly failed. Nearly failed is if rolled higher than halved LD (rounding up) but below or equal to Ld, modifiers are applied before halving, but there are no more modifiers outside close combat

    five usual situations: lost close combat, heavy casualties, pinning, psychic test, rallying
    checks due to other fleeing unit is gone

    Heavy casualties: made in consolidation phase, 25% casualties or more in a shooting phase: if failed: fall back

    if morale check fails, unit is Pinned, if nearly fails, unit is Suppressed

    Lost close combat:
    unchanged, difference in combat resolution as modifier

    - Suppressed:
    non-vehicle and non-MCs units cannot move flat out, fleet, force a surge, shoot, use psychic powers, react, if they fail a T-test, they cannot surge and charge
    vehicles and MC: can still react and fire a single weapon, cannot ram, (vehicles fail their T-test automatically), vehicles can only voluntarily become suppressed, embarked units in a suppressed vehicle cannot shoot from within
    infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3
    if charged: looses suppressed status immediately
    if forced to make another morale check: morale check, if nearly failed or failed, unit is Pinned instead of Suppressed
    - Pinned: cannot move, shoot, make consolidate moves, use psychic powers, react
    infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3
    if charged: looses Pinned status immediately but cannot use defensive grenades and Counter Charge USR and gains no bonus from terrain
    if forced to make another morale check: morale check, if nearly failed or failed, unit is Falling Back instead of being pinned
    - Falling Back:
    in moment of breaking unit immediately makes consolidation move towards own table edge with surge distance, count as having surged for purposes of shooting
    can act in subsequent turn as normal, but must attempt to move and simultaneously end their movement not closer to any enemy unit. If they cannot move in the movement phase because of this they are removed from play. Therefore they cannot stay stationary voluntarily or charge an enemy.
    They can perform consolidation moves, but cannot end nearer to any enemy unit. Unit cannot react.
    if charged: if charging model reaches the unit, unit is destroyed and charge is unsuccessful
    if forced to make another morale check: unit is destroyed, does not apply for rallying
    if reaches voluntarily or during their initial move the table edge: are removed from play but don’t count as destroyed
    - Shaken: abbreviation for Suppressed, Pinned, Falling Back
    - Immobile: abbreviation for cannot move, cannot react, cannot make consolidation moves

    Rallying: suppressed and pinned units automatically recover in the consolidation phase of their next player’s turn
    A falling back unit with squad leader can make a morale check in the preparation phase if there is no enemy unit in 6”. If successful the unit can act normally. If failed, the unit is not destroyed. A falling back unit can embark into a vehicle an rallies immediately. The 3” movement can be towards enemies as long as it end inside the vehicle.

    Fearless (1): if any morale check for rallying, casualties, tank shock or in close combat fails, the unit can decide to pass it anyway, Fearless units treat Pinned as Suppressed, treat Falling back as normal condition
    Fearless (2): as Fearless (1) but can decide to pass Pinning tests, too

    Stubborn: always use the unmodified Ld for morale tests in close combat, Stubborn and Fearless (1-2) units must always choose to pass a morale check

    swarm = model with swarm rule
    there is no special rule for allocating wounds against units with multiple wounds

    Mission rules:
    3 old types of placement, only one type of mission

    place terrain -> decide type of placement -> place mission markers -> decide first turn -> choose stratagems -> put units in reserve ->deploy remaining units -> deploy infiltrating units -> make scout moves

    First turn:
    roll-off, looser bids a number of strategy points, opponent can raise or bail out, both player can raise the stake until someone bails out. Winner can decide to go first or last
    Player that goes first can decide table edge and has to deploy first
    The looser can spent the strategy points on stratagems

    Placing mission markers: 1 marker is placed as near as possible to the middle of the table, 4 markers are placed in turn, starting with the player that goes first. marker has to be more than 12” away from table edges and other markers
    marker use a 60mm base and are impassable terrain, the center marker is flat and doesn’t block line of sight, the players can use every shape they want for the markers they place, as long as it doesn’t overlap the base significantly

    Night Fighting: all units Veiled (1)

    Scout: 12” move before the game after infiltrators are placed, outflank

    Infiltrator: can be placed anywhere outside 18” of enemy models, count as veiled (2) as long as they make no voluntary action

    Outflank: nominate side, on 3+ comes from there, on 1-2 from other side

    Deep Strike: mishab table as before, place squad leader,
    if in 6” of enemy: 3D6” scatter, use arrow on hit symbol, if in 12”: 2D6” hit is hit, in 18”: 1D6”, outside 18”: no scatter
    may only advance on turn of arrival, even with fleet or flat out, count always as (advance) moving, charge allowed

    Reserves: unit(s), their transport and joined IC count as one unit for all reserve related purposes, but the unit has to start inside the transport and IC has to be in the unit, units can use special deployment options of the vehicle but not vice versa,
    1. nominate any number of outflanking units to harry, place them near the table, facing the enemy’s table edge
    2. flank guard: nominate half (rounding down) of the remaining units to arrive in turn 2, place them near the table, facing the small table edge
    3. rear guard: the rest arrives in turn 3, place them near the table, facing the own table edge
    In the preparation phase
    when you put an unit in reserve you have to decide upon a deployment method

    In preparation phase:
    flank guard: from turn 2 on: arrives on 2+
    rear guard: arrives in turn 2 on 1, and from turn 3 on on 2+
    harrying units arrive on 4+ from turn 2 on
    all remaining reserves are arriving on turn 6

    for every harrying unit that is in reserve in the enemy’s preparation phase, you can make the enemy reroll one reserve roll

    units from reserves are placed in the preparation phase in base to base contact with table edge (if not deep striking), if there is not enough space, placed back in reserves

    Victory Points
    both armies can collect victory points throughout the game, there are two ways: claim a kill, claim a mission marker at the end of the game turn:

    Claim Kill:
    every destroyed tank (not vehicle), walker, monstrous creature or independent character is a kill. Every squad leader that is killed is a kill (not counting standards, etc.)
    Every kills gives one victory point

    Claim Marker:
    You check in your own preparation phase if you hold or control a marker. Opponent checks in his preparation phase.

    You control a marker, if there is one of your scoring units in 3” of the marker and no enemy scoring unit. If you control a marker you get 3 victory points.
    You hold a marker, if you don’t control it, there is one of your non-scoring non-vehicle units in 3” and no enemy unit. If you hold a marker you get 2 victory points.

    You start in the preparation phase of the second going player in the second game turn. The player that goes first checks a last time at the end of the game as there is no preparation phase in turn 7.

    Vehicles and shaken units are completely ignored. Embarked units only count if transport is open-topped.

    Game length:
    6 turns


    1 can place automatic turret
    immobile BS 3 10/10/10
    is equipped with twin-linked weapon
    can choose one weapon, that an infantry model from FOC Troop can be equipped with

    1 the first or last game turn is night fighting

    1 can re-roll one outflanking roll and one deep striking scatter roll per turn

    1 can block every psychic power on 6+ even if no psyker in 24”, psykers block on 4+

    1 steal the initiative: if going second, roll at the start of the game a D6, on 6 you go first

    1 own units use Ld 10 for pinning morale checks

    2 one unit for every full 1500 points can get one of the following USR: Tank Hunter, Shielded, Fearless (1), Preferred Enemy, Relentless

    2 decide during deployment if rear or flank guard: roll a single reserve roll for all units in chosen guard

    2 Mine Field: makes one piece of terrain for every full 750 points dangerous

    2 units of both forces that are holding or controlling mission marker have Overwatch USR

    3 can make one non-vehicle unit upon deployment scoring

    3 enemy deep striking units must subtract 6” from distance to enemy to see how they scatter

    2 all weapons of one unit for every full 750 points have the Anti Air and Tracer rule

    4 you can switch units from rear guard to flank guard until you roll the first reserve roll,
    every unit can decide upon arrival which deployment method it uses: deep strike, normal reserve or outflank,
    one unit for every full 1500 points per turn can change its deployment method to one it cannot normally be deployed with

    4 All own units count as having surged or moved flat out before the game.

    4 all own units are equipped with offensive grenades

    6 all enemy units count as being in terrain in their first turn

    6 all own units count as Veiled (2) in turn one

    6 enemy rear guard and flank guard units roll like harrying units for their arrival

    12 Pitch black: Night fighting with Veil (2) during the whole game

    12 own units: weapons fired in 6” range count as twin-linked

    12 enemy must re-roll successful cover saves

    every stratagem can only be taken one time,
    for every unspent point, once per game one roll may be re-roll, this cannot be the steal the iniative roll

    Narratives rules:
    - optional rules: apocalyptic weapons, super heavy vehicles (not much changed, but rules for damaged super heavies for small games), formations
    - new deployment types, mostly taken from mission expansion
    - new victory conditions
    - rules for games with predetermined strategy points for both players
    - three sets of additional stratagems: fortifications, deployment options, reinforced buildings
    - special terrain: ruins, streets, hell rivers, deathworld mangroves, warp gate, sand pit, orbital landing platform, habitat block
    - highly modular: you can mix deployment rule, victory condition, optional rules, available stratagem sets, number of strategy points to spent and special terrain: voila, you have your own mission

    Breach has been sealed.
    Null Shield reactivated.
    Engine Room & Hanger Bays Reports casualties
    Ambassadorial Wing reports successful deletion of the Ferra Mundi delegates.

    Receiving Astronomicon beacon, Astro-Telepathica back online and resuming course.

    The Emperor Protects

    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

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    Re: 6th Edition for 2012!

    Post by ElvisIsntDead on Sat Jun 25, 2011 11:46 pm

    thats alot of info, what source?


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    Re: 6th Edition for 2012!

    Post by Kelmacett on Sat Jun 25, 2011 11:48 pm

    I dude that got sacked / quit from GW. Now there are only two ways to look at this. Either its the frigging rules already (in which case wow) or this is the most elaborate attempt at misdirection i have ever seen on the net.


    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

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    Re: 6th Edition for 2012!

    Post by ElvisIsntDead on Mon Jun 27, 2011 2:19 am

    agreed, had a 30min run round the net to the usual places. Seems to be disgruntled/recently sacked/left the company 6th Ed designer, it would sense for the timing considering the RBs would have gone to the press now and GW woudlnt be able to do a turnaround Very Happy

    Looks interesting tho! ill start looking out for the online version Twisted Evil


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    Re: 6th Edition for 2012!

    Post by Kelmacett on Mon Jun 27, 2011 2:27 am

    Rules look good though dont they i think they are going to add alot of flavour to the game. Very Happy

    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

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    Re: 6th Edition for 2012!

    Post by Anarkhia on Tue Jun 28, 2011 12:32 am

    Really loving everything i've read so far

    Also, here's a list of the order the codex's are to be released.

    Black Templars
    Chaos Marines
    Dark Angels

    It was from a source that has gotten them all right since the space wolves codex. Shame i'm going to have to wait unitl end of 2013, start of 2014 for my new eldar book Sad. Why couldn't they just delay the necron codex until then instead Laughing



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    Re: 6th Edition for 2012!

    Post by Damkat on Tue Jun 28, 2011 12:47 am

    what??! no vanilla marines? they need updating, they are well underpowered. Very Happy

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    Re: 6th Edition for 2012!

    Post by Kelmacett on Tue Jun 28, 2011 1:14 am

    In addtion to Julian's info i've seen rumours that the current Chaos Space Marines codex gets FAQ to death to become Codex Chaos Renegades and that the codex release seen above is in fact Codex: Chaos Legions.


    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

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    Re: 6th Edition for 2012!

    Post by Anarkhia on Thu Jun 30, 2011 2:22 am

    More rumours:

    You can no longer allocate separate wounds to multiple wound models, so you cannot have multiple wound models that are running around at less-than-full health, yet able to do full damage.

    The new rules ignore wound allocation tooling, because all wounds are rolled as save groups, not wargear groups. As long as your models have the same saves, they are considered one group for the purposes of wound allocation.
    If your model has different wargear but the same saves, it is part of the group.
    If your model is a squad leader that has the same saves, it is part of the group.
    If your model is an independent character in shooting but has the same saves, it is part of the group.
    If your model is a character that has an invulnerable save that the rest of the squad does not, then it is not part of the group.

    We can probably assume that you still remove whole models from the same save group.
    If your models have different wargear but the same saves, you remove whole models.
    If your model is a squad leader that has the same saves, you remove whole models.
    If your model is an independent character in shooting but has the same saves, you remove the whole model.

    This means that you can no longer tool multiple wound models to abuse wound allocation.

    - models that have charged already locked unit have I 10 this turn
    - Assume leadership: Standard bearers, etc. that assume leadership count as squad leader in all respects (two saves, directed wounds), any other model that assumes leadership only in regard of performing unit actions
    - if you deploy in 24” distance from enemy you cannot shoot with 24” weapon or assault with 24” movement
    - models must always consolidate out of 1” of vehicle after attacking it, if locked in combat with another unit, vehicles are ignored for pile in moves after combat, must use this pile in move to bring 1” between unit an vehicle, artillery and walkers are obviously exceptions
    - swarms have Eternal Warrior (1)
    - Seize the initiative: same name, but completely different rule: stratagem, 1 str. point, after the deployment of both force, but before placing infiltrators, roll a D6, on 5+, enemy must place infiltrators in contact with his own table edge, no scout moves allowed
    - whole unit or squadron must make the same reaction
    - Pistols: got confused by what I though were two contradicting short statements; units with pistols can attack with pistol’s S, AP1,2,3 pistols confer Rending (2) (Rending on 5+), Gets Hot! wounds count against combat resolution,
    on charge: can make full attacks
    in any other turn: can make single attack, does not get bonus of second ccw, etc.
    - if both player agree, the charge movement and pile in move before combat can be made as one move with combined movement distance after the first model was engaged to fasten things up
    - Characters: shooting wounds are directed, too
    - Advanced rules: evasion value (normal rules: always use short distance), all reactions, Torrent of Fire, Directed wounds, damage chart modifiers for AP, flyer mode, ramming, Stratagems: bidding stays intact but only re-rolls can be taken, unique units, measuring*
    * normal rules: can measure anytime you want, advanced: movement: measure full movement distance you want to go, i.e. 6” for a advancing, can’t measure 12” surge distance, anything else: measure distance to target
    you play either all advanced rules or none at all
    - Hit & Run: still random: 3D6” consolidation move
    - Morale checks for casualties: only in enemy’s shooting phase
    - witchblade can now cause ID after psychic test like force weapons
    - there is a small box for rare movement situations: if infantry unit moves as jump infantry (or any other unit type has movement rules of another unit type), it uses the jump infantry movement rules, but for shooting and close combat it counts as original unit type, so it is still easy to hit, if an unit moves flat out and there is no column in the to hit chart, take the moving column, exotic movements count as ‘moving’ even if faster than flat out move, deep striking units count as ‘moving’ , if units that are immobile arrives from reserves but not via deep strike, they are placed in contact with table edge normally and remain there for the rest of the game, we shall assume the the bunker has decloaked or something similar, units disembarking from deep striking vehicles use the disembarking rules for charging, so no charge unless fleet rule
    - Master-crafted: re-roll one to hit roll, if several models attack with master-crafted weapons of the same type, roll the dice together, then re-roll as many dice as there are master-crafted weapons
    - if you shoot through interfering models, you cannot snipe

    running out out steam because I don’t get the errata info and I have reached even the tiny details of the rules
    but I have one big thing left:
    - monstrous creatures: 2D6 versus vehicles, ignore armour, move as infantry unless stated otherwise, are ignored for Abandon as ICs, ignore terrain when charging

    Witchblades cause ID death now, oh yes, welcome the return of my seer council of obscenity; not even the necron lord can take them down now Cool



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    Re: 6th Edition for 2012!

    Post by Kelmacett on Thu Jun 30, 2011 2:32 am

    Seer Council of Obscenity lol. That's alright bud i'll raise you my rumours where a Ctan costs 200 points now so i'll raise my 3 Ctan Elite choices versus your MEGA HQ


    We were proud warriors of the Emperor, Truest sons of the Crimson King, Masters of the Great Ocean.
    Until the coming of Wolves, Great Burning, Mutatis Mutandis,
    and the Rubric absolute.

    Now. . . . .all . . isss . . . dusssstt.....

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    Re: 6th Edition for 2012!

    Post by Damkat on Sun Jul 03, 2011 11:15 pm


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    Re: 6th Edition for 2012!

    Post by ElvisIsntDead on Tue Jul 05, 2011 7:21 am

    BA need an update!

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    Re: 6th Edition for 2012!

    Post by elsmiff on Sat Apr 28, 2012 6:10 am

    lots of sources on the net say the new AoBR set is gonna bring dark angels vs. chaos space marines.



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    Re: 6th Edition for 2012!

    Post by Anarkhia on Sun Apr 29, 2012 7:06 am

    Psychic tests are apparantly going to be more like fantasy, which i think personally would make it quite cool and add a new angle to the game that is virtually now an autopass




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    Re: 6th Edition for 2012!

    Post by Anarkhia on Mon Apr 30, 2012 9:38 pm

    Close combat attacks to have an ap, and all vehicles will have "hull points"




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    Re: 6th Edition for 2012!

    Post by Anarkhia on Wed May 09, 2012 4:04 am

    Here is the full rumour round up for 6th ed. Looks really interesting, very much like fantasy is now




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    Re: 6th Edition for 2012!

    Post by Anarkhia on Thu May 17, 2012 8:18 pm

    Seems like 6th edition might be using the same wound allocation to what 4th edition had, which i used to quite like really.




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    Re: 6th Edition for 2012!

    Post by Anarkhia on Wed Jun 20, 2012 8:33 pm

    Some pics from white dwarf about the rulebook.

    Black templars, chaos daemons, tau, dark eldar, sisters of battle, necrons and orks might not be so happy about their lack of new psychic powers that everybody else is getting.



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    Re: 6th Edition for 2012!

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