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40k 7th Edition is up for pre order 17th, releases 24th May
#60
and updated rumours-
Quote: -Sanctic:
Primaris – Banishment -> anti-demon (-1 invuln)
Gate of Infinity
Hammerhand
Str D Vortex.
Sanctuary, iirc makes demon within 12″ all move through difficult terrain.
Cleansing Flame (some nova)
One more spell, you target an opponent, both roll dice and add to ld, if you’re higher than him, he auto losses a W, no saves.

-Precision shot is a USR now, so guards need 6s to do precision after that Order.

-Str D now only ignores all saves on a six. If not a six, the Str D weapon profile’s AP is followed. Str D is also assumed to be S10, so T6+ will be safe from ID.

-Deny the Witch for passive spells, like blessings are denied on a six. However offensive/directed/maledictions spells that target you, is a different matter, your DTW rolls can be improved by brother ofpsyker +1, psyker mastery level being higher than the offensive caster+1 and adamantium will +1. So you could technically go up to a 3+ dtw against offensive powers.

-Smash, only one attack. rest of it same.

-Vector Strike. 1A only unless against a flier -then D3, AP2 Ignore Cover.

-Ignore Cover – No change.

-ICs cannot be in the same unit as a MC anymore.

-Telepathy Powers Invisisbilty – makes others snapfire at you. Shrouding – gives you shrouded only.

Prescience is still a Primaris

- mc's cant be joined by ICs, flying MCs cannot charge the turn they change flight mode

-Jump infantry now can use the jumpack both in movement and assault phases. Also it has jink.



>Snapshots are at BS1

>Psyker's level, Adamantium Will... only affect dispelling attempt when you are targeted by the power, dispelling Blessing requires natural rolls of 6

>Chariots now gives Relentless to the passenger, their rules were totally reworked so that they are more of a single entity with their passenger.

>Perils table, only a third is a real issue and a decent leadership severely diminish its impact. worse, one effect turns your psyker into superman for a turn. Another drains psychic dice for both players.

>Most Perils are a leadership test, with different results for success and failure, most of the better successes are lose a wound or hull point, best one gives you 3++ and possibly Smash, Armorbane, and Fleshbane until the start of the next Psychic Phase

>Imperial forces are all Battle Brothers with each other, non-Imperial seems to have made out relatively worse

>Battle Brothers share basically everything, Powers, abilities, transports, Warlord traits, Reserve altering effects.

>Sisters are acknowledged as an Imperial faction in the book (Including for whiners)

>Immobilized Flyers now have a chance to Crash and Burn

>Old Aquila Lander crash scenery has rules

>Gate of Infinity is now a Sanctic power, another is a strength D Vortex, most of the Grey Knight powers might be included as well

>Now when you activate a Force Weapon, you active all of them in a unit

>Chariot rider may not be able to disembark

>Missile Lock apparently effects more than just Blasts now

>To Deny the Witch you must match your opponent's number of successes, number you have to roll is a 6, having a higher Mastery Level Psyker in the unit dispelling, Adamantium Will, or being within range of a Psychic Hood each give you +1 to your roll, again except for dispelling Blessings

>Defending player apparently gets to choose how hits are allocated between passenger and Chariot
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven
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RE: 40k 7th Edition is up for pre order 17th, releases 24th May - by manrogue - 21-05-2014, 07:25 AM

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