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  1. #1

    Default 6th ed facts part 2

    So i decided to start a new thread so you wouldnt miss this big post i have for you guys. i know i missed a few questions but i have been working all day.

    so MadCowCrazy i think asked these a few times.

    MORALE CHECKS: same as 5th edition, forced at 25% shooting casualty's or by losing combat. also when losing combat you get a -1 modifier to your leader ship by however many wounds you lost by.

    YOU MAY REGROUP IF 25% OF THE UNIT OR MORE IS STILL ALIVE

    TERRAIN:

    lots here, first.

    BUILDING DAMAGE TABLE (D6 EFFECT)

    1 - building breached it suffers -1 to armour on all facings.
    2 - tremor - the building shudders making units inside only able to sanp fire for the following turn, additionally if they try to disembark from the building they may only disembark 3 inches rather then the normal 6.
    3- partial collapse - the unit suffers d6 s6 ap- hits with no cover saves allowed.
    4- structural collapse - same effect as above except 2d6 hits instead of just 1d6
    5- catastrophice breach - reduce the building armour value by d3 on all sides
    6 - the unit takes 4d6 s6 ap- hits, has to make an emergency disembark, if the unit cannot disembark it is destroyed. the building is classed as a ruin.
    7- the building is utterly destroyed, the unit inside suffer 4d6 s6 hits with no ap, they then must emergency disembark as above, if they cant they die ect. and the building is treated as impassable terrain for the rest of the game, also any unit within d6 suffers s4 ap- hits, the amount of hits is how many models are in the unit that is hit 'OUCH'

    BATTLEFIELD DEBRIE

    amunition dumps - any unit withing 2 inches is allowed to reroll failed to hit rolls with shooting.
    barricades and walls - 4+ cover save if they are behind it.
    comms relay - any player with an unengaded model within 2 inches of a comms relay can reroll reserve rolls, it also offers a 5+ cover save if your behind it
    defence lines- any unit that goes to ground behind defence lines gains +2 to cover instead of the usual +1

    there is another 10+ to many to list.

    FORTIFICATIONS YOU MAY PURCHASE AS PART OF YOUR FOC

    skyshield landing pad - 75 points
    eagies defence lines - 50 points + weapons
    imperial bastion - 75 points + weapons
    fortress of redemption - 220 points + weapons

    THAT IS IT, sorry xenos players. though you could make your own buildings and just use the above fortifications rules.

    PSYCHIC POWERS

    3 types, blessings, malediction, and conjuration.
    lots here will come back to it once iv read through it

    FLYERS

    zooming, must move 18'' - 36'', if it moves under 18 it is counted as destroyed, any units shooting at a zooming flyer have to resolve there to hit rolls as snap shots. flyers cannot be tank shocked OR tank shock themselves. you have to be zooming with a flier to gain the 'jink' special rules (5+ cover save)

    ZOOMING FLYERS CANNOT BE ASSAULTED :O op much

    flyers may only shoot 2 missiles per turn, looking at you storm ravens

    flyers MUST begin the game in reserve


    JUMP PACKS AND JET PACKS

    both count your models as having the bulky special rule.

    jet packs move 2d6 in the assault phase instead of assaulting (if you wish)

    jetpacks count as relentless

    SPECIAL RULES

    acute senses - reroll outflank rolls
    and they shall know no fear - as 5th edition for marines
    armourbane - 2d6 armour pen in close combat against vehicles
    blind - any unit hit buy a model or unit with this special rule must take an initiative test. if it fails they are reduced to ws and bs 1 till there next turn.
    eternal warrior - same as 5th
    daemon - gains the fear rule and has a 5+ invuln
    fear - if in base contact with a unit or model with fear you must take a morale check, if failed reduces the opponents weaponskill to 1 for the rest of the tunr
    fearess - as it is in 5th
    feel no pain - +5
    fleet - reroll run and charge move distnaces
    fleshbane - always wounds on 2+ in CC
    crusader- adds d3 to sweaping andvance move and rolls an extra diece for running allowing you to choose the highest result
    furious charge - recieves +1 strength when charging into close combat, if disorderly charged you gain no benefit
    gets hot - same as 5th
    hammer of wrath - when the model charges into base contact, it gains one attack at initiative 10 (strength is unmodified)
    jink - if a model moves flat out or turbo boosts it gains a 4+ cover save till the end of your opponents turn
    monster hunter - rerolls all failed to wound and hit rolls against monstrous creatures
    it will not die - roll a d6 on a 5+ the model ragains one wound (rolled for at the end of your turn)
    POISONED - SAME AS 5TH
    rage - +2 attacks for charging
    shred - rerolls cc to wound in combat
    shrouded - + 2 to cover save
    skilled rider - +1 to jink save
    relentless - same as 5th
    night vision - ignore the effects of nightfighting
    night fighting - same as 5th
    smash - reroll armour pen rolls, half attacks, gains double strength, ap 2
    slow and purposeful - same as 5th
    skyfire - shoots at nomral bs when targeting, flyers, skimmers, and flyig monstrous creatures.
    splitfire - leadership test, if passed, one model may shoot at a different target to the rest of the unit

    theres a few more but im tired of typing these

    ENJOY BOLS, MUCH <3
    Last edited by krittoris; 06-28-2012 at 12:08 AM.

  2. #2
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    So death company get +3 attacks on the charge, with an additional I10 attach that auto hits if they have jump packs?

    Sign me up.

  3. #3
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    A few USRs stand out - Acute Senses no longer lets you be good at night fighting? Its outflanking now. Makes one of the previous rules make more sense, but is going to suck. Expect lots of FAQing here

    Night Vision - sure a few things will be FAQ'd to having this. Nerfs necrons a bit.

    It will not die sounds a lot like Resurection Protocols, if not getting back up.

    Any ideas on the random objectives things?
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

  4. #4
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    I really like the idea of the "BATTLEFIELD DEBRIE", get bonuses for being near certain special features, plenty of modeling opportunities.
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  5. #5

  6. #6

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    Quote Originally Posted by krittoris View Post
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    thats for you Chizal.

  7. #7

    Default

    Quote Originally Posted by Gir View Post
    So death company get +3 attacks on the charge, with an additional I10 attach that auto hits if they have jump packs?

    Sign me up.
    its +2 instead of the usual +1 is the wording still pretty beastly

  8. #8
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    Quote Originally Posted by krittoris View Post
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    You sir are winning
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

  9. #9
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    Quote Originally Posted by krittoris View Post
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    So obviously photoshopped
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  10. #10
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    Quote Originally Posted by krittoris View Post
    its +2 instead of the usual +1 is the wording still pretty beastly
    They have furious charge as well.

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