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Lutherniel wh humor Emperor (wh 40000) sister of battle Tali'Zorah ME персонажи Wh Crossover Imperial Guard Techpriest Genestealer ...Warhammer 40000 фэндомы Tyranids Mass Effect Genestealer Cult Wh Other Imperium Adeptus Mechanicus artist 

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

Sister at all you can eat buffet.

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

Emperor arrested for not paying child support.

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

Jeanstealer hiding in locker room.

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

Emperor in Undercover Boss.

 UND«CO\l£l ßo*S,Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus

Admech Tali

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

Smol Sister and TP falling out.

Lutherniel,BolterToKokoro,artist,wh humor,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Emperor (wh 40000),Imperium,Империум,sister of battle,Tali'Zorah,ME персонажи,Mass Effect,Wh Crossover,Imperial Guard,Techpriest,Техножрец,Adeptus Mechanicus,Mechanicum, Механикус,

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emwattnot wh humor Wh Other Emperor (wh 40000) Imperium Malcador the Sigillite без перевода ...Warhammer 40000 фэндомы 

The Emperor and Maleador on Terra, towards the end of the Age of Strife:,emwattnot,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,wh humor,Wh Other,Emperor (wh 40000),Imperium,Империум,Malcador the Sigillite,без перевода,emwattnot,warhammer 40000,fandoms,wh humor,wh
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Phoebe Herring artist omnissiah Adeptus Mechanicus Imperium ...Warhammer 40000 фэндомы 

Phoebe Herring,artist,omnissiah,Adeptus Mechanicus,Mechanicum, Механикус, Адептус механикум, Адептус механикус,Imperium,Империум,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы

Discovery of a city buried in the forests. The remains of humans and rusted tools and weapons built to the familiar sacred patterns.

 fff yffài &¿¿*x 'Улшя'^^ЧД ь г- 1 MV-'i / *7 ^ ' .f. Ш ■t B Il il л; Ъ . i , / ^^йу^.к'' *.‘it Vv^; *• .J Щ* У J i.f п 1 5¿ ГЖ 7 a *» Il fc»>l rJjJ —У-*чг Ш^ЮИИ»' ^ 1 së^vJ ^HV^^H Ж|ЛЧ .■ $^ж /t^'bSwô /* ISâtt>1 ^^wISpBNI I] i L' , ^J/7 J - ML' щ *J£

First contact with living humans in the city ruins. They don't speak Gothic and refuse to answer any questions about where their Standard Template Constructor is.

Phoebe Herring,artist,omnissiah,Adeptus Mechanicus,Mechanicum, Механикус, Адептус механикум, Адептус механикус,Imperium,Империум,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы

A fellow child of the Omnissiah. Perhaps, with the proper tools, its vox unit can be repaired or its mem-core searched for useful information.

-J.' «К- 1 ГШ&Ш 4£2 ■<' \ т 'уДЛ'’ / .$ ' ШИ . ШкАтш 'V *** ^ * •уШ н ) т шкй у \&SCa * ■ X V в*. ЩЬ ;• IBJf X * ^ .J*s*v -к - Jm _ Ч* Л шг Ц г? 1 ^,Phoebe Herring,artist,omnissiah,Adeptus Mechanicus,Mechanicum, Механикус, Адептус механикум, Адептус механикус,Imperium,Империум,Warhammer

Journeying to the settlement of Harbourtown in the company of a group of heathen refugees who claim to be able to talk their way inside.

Phoebe Herring,artist,omnissiah,Adeptus Mechanicus,Mechanicum, Механикус, Адептус механикум, Адептус механикус,Imperium,Империум,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы

Chaos (literally) outside Harbourtown.

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Brave new 40k Wh News ...Warhammer 40000 фэндомы 

Итоги последнего стрима Q&A

 Ri \ V 1 a yj L,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Brave new 40k,Wh News

> Primaris Marines can be made from preexisting Marines.
> Blood Angel Primaris Marines are still affected by Red Thirst (and potentially Black Rage).
> Mk IX Armour is a mystery. What happened to it? They aren't telling us (yet).
> Guilliman *might* make some changes to the Codex Astartes.
> Primaris Marines are more resilient to Chaos, but can potentially be corrupted by chaos still .
> More Primarchs will return (a cowled one, so Mortarion most likely).

> Consolidating into Combat.
> Power Fists and the like are -1 To Hit.
> You can either pick psychic powers from the chart or roll (like in Age of Sigmar).
> Perils of the Warp cuases Mortal Wounds.
> There's no amry specific Detachments - only army specific stratagems. Basic Detachments apparently cover everything already.
> Imperial Fist stratagem can make them better at shooting. White Scars can us a stratgem to Hit & Run.
> Factions can also use their Command Points before deployment to change how their army is constructed (?).
> Unqiue Strategems are based on main Keywords in your Detachments.
> Tactical Reserves is NOT supersceded by any army rules.
> Characters can still travel in tranports with other units.
> Transports can carry multiple units.
> What can be transported is based on Keywords (like Infantry).
> How to keep characters safe: Almost all Command Squads have rules that allows them to intercept wounds from characters.
> Drop Pods: they and the units they contain must be over 9" away from enemies when deployed.
> Grav hasn't neccerssarily be toned down, but it should still be balanced.
> Invulnerable saves work basically the same as they do now.
> Many armies have abilities that allows them to save wounds after Armour or Invulnerable saves (Dark Eldar get Power From Pain, Disgustingly Resilient for Nurgle Daemons). These saves occur after damage, so if an attack causes 5 damage you need to make 5 seperate secondary saves.
> Defender decides casualties - no longer directional.
> Primaris Marines and normal Marines tend to have different functions (Tacticals vs Intercessor are used as an example).
> Mix between totally new psychic powers and adaptation of pre-existing and classic powers (though they may function differently).
> Terminators are going to feel like Terminators.

> They will collect feedback through Facebook and eventually through the Warhammer Community site where everyone can vote on it. Also feedback through events and Twitch.tv.
> GW will still be involved with the tournament scene, especially with major tournaments. Apparently they're going to be involved more.
> They will continue to playtest the game post-release, both for Matched and Narrative standpoints.

> Простых спейс маринов можно грейдить до примарис маринов.
> Примарисы БА будут подвержены красной жажде.
> Марк IX покрыт тайной. Что с ним случилось непонятно.
> Жиля внесет серьезные правки в кодекс Астартес.
> Примарис более устойчивы к хаосу, но в теорий так же могут быть скорапчены.
> Больше примархов вернутся(скорее всего Мортарион).

> Консолидация в хтх.
> Силовой кулак имеет модификатор -1 на попасть.
> Психосилы можно выбирать(прямо как в АоСике).
> Перила вносят мортал вунды.
> Не каких больше уникальных детачей, только уникальные стратигемы.
> Старигемы ИК дают им лучше стрелять, стратигема Белых шрамов делать хитэндран.
> Команд поинты можно использовать до деплоя чтобы изменить его порядок(?)
> Уникальные стратигемы определяются по ведущему кейворду(собрал мешанину из фракций империум изволь использовать общие, собрал моно армию можешь вместо них использовать уникальные).
> Ни одна из армий не в состояний обойти правило "тактические резервы". 
> В транспорт можно сажать несколько разных юнитов.
> Персонажи могут кататься в транспорте вместе с остальными.
> То что может возить транспорт определяется кейвордами.
> У командных отделений будет правило позволяющее перехватывать раны с персонажей.
> Дропподы позволяют выставить юнит в 9" от врага.
> Гравы были ослаблены.
> Инвуль работает точно так же как и сейчас.
> Владелец отряда определяет какие модели убирать при потерях(привет пятая редакция).
> У примарис маринов и простых десантников будут разные функций.(приведен пример с тактичкой и экзамплами).
> Микс новых психосил, адаптация существующих и классических(могут работать не так как раньше).
> Терминаторы будут ощущаться как терминаторы.

> Они будут собирать фидбек через фейсбук, голосовалки на комьюнити сайте(?). Так же будут разные ивенты на твиче.
> ГВ будет активно участвовать во всяких турнаментах, так же проводить и свой.
> Плей тесты будут проводиться и после релиза, но только в рамках матчед плейя и нарратива.
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Aeldari guardian sisters of battle Ecclesiarchy Imperium Damian Kubiak artist ...Warhammer 40000 фэндомы 

Aeldari,Эльдари,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,guardian,sisters of battle,Ecclesiarchy,Imperium,Империум,Damian Kubiak,artist

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TainyPie Loona (Helluva Boss) Helluva Boss VivzieVerse crossover Helluva Boss Ero Wh Crossover Wh Other ...Warhammer 40000 фэндомы 

TainyPie,Loona (Helluva Boss),Helluva Boss,VivzieVerse,фэндомы,crossover,Helluva Boss Ero,Wh Crossover,Wh Other,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник

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#Anime mr.a (oh-ronsam-me) Wh Песочница ...Warhammer 40000 фэндомы 

Bocchi the Hammer 40000

Anime,RDR, Reshotka Democratic Republic,фэндомы,mr.a (oh-ronsam-me),Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,Wh Песочница

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Librarium Library (Wh FB) Warhammer Fantasy без перевода Old Warhammer ...Warhammer 40000 фэндомы 

Эссе Рика Престли (одного из создателей Вархаммера) на тему Варпа и Душ в сеттингах вахи, из далекого-далекого 1989-го года

https://awesomeliesblog.wordpress.com/2022/02/20/the-nature-of-chaos/

Кто такой Рик Пресли

Guide to the fictional background of Chaos in GW games Chaos is easiest to explain in terms of a parallel universe comprising an endless sea of dissociated energy and matter. This is Chaos in its pure form, a soup of energy, unfettered emotion, random bits of memory, and potential existence.

THE INCARNATION OF CONSCIOUSNESS A tiny minority retain partial or even full knowledge of their material and spiritual lives whilst in the body. Most often they gain this knowledge as they mature, or as it is revealed to them through spirit talking, magical practices, or through the medium of


T1IE POWERS OF CHAOS The following comments apply only to non-reincarnating souls ie primarily to those who arc not wizards/psykers. As the souls of the dead are cast adrift they dissolve into the strong emotions or beliefs that characterise them. Lacking individual consciousness these traits

DAEMONIC POSSESSION The warp and material universe are connected at specific points like the Warhammcr World, but also at many more points by the interface ofbodyand soul. Souls and bodies arc anchored together, theanchor links the two. So long as the soul remains anchored to the body, and hence

THE STAR CHILD The Sur Child is siill very weak compared io the Powers because he has grown from less prevalent emotions. There are presumably ^ ° ^err,al PTfirS- bul ,he Sur Child IS 'he one wc ate h " d,in dr °P'n« fully' Hc has Erown front another side of human nature, a balanced and

You can also speak of souls and spirits in lertm of ihc ka and egypt ¡an mythology should you want ■ although the differences need to be emphasised as most people get ever so confused about ka (personality -your sense of what you are - bit more complex than this but yunno). ba (Dies forth and

Стоит отметить что с тех пор произошло много изменений. Например, души живых существ с сороковнике сейчас скорее внутри тел:

"At the moment of the Eldar's death, the stone acts like a 'psychic trap', absorbing their psychic self and preventing it from entering the warp and being consumed by the nemesis of the Eldar race: Slaanesh" (Кодекс Эльдаров 4-ой редакции)

"Considered a sinister and taboo weapon, D-Scythes can rip the soul of an enemy from their body and banish it to the Warp." (Кодекс Эльдаров 6-ой редакции)

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Airachnid Faphammer Transformers ero spaceMAXmarine artist Wh Crossover Wh Other crossover Decepticons Necron Lord ...Warhammer 40000 фэндомы Transformers Necrons 

Airachnid,Transformers,Трансформеры,фэндомы,Necrons,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,Faphammer,эротика вархаммер, голые и 18+,Transformers ero,spaceMAXmarine,artist,Wh Crossover,Wh Other,crossover,Decepticons,Десептиконы, коны,Necron Lord
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новая редакция изменения много букв гв - такое гв 7th edition ...Warhammer 40000 фэндомы 

Некрон-лорд теперь вместе с баржей воскрешается.

Line of Sight is now traced from one model's body to another model's- no more drawing from the eyes/head. Sort of.

“Start of the turn” is explicitly before the Movement phase occurs; “end of turn” is explicitly after the Assault phase.

Coherency, as several others have noted, is now 6″ vertically at all times (not just in ruins.)

If you generate all your powers from one discipline you get the Primaris automatically, but if you gain a power later from another discipline, you'll lose that Primaris. Chaos Marines/Daemons always know the primaris from their god's discipline.

Force is not a discipline and doesn't count for psychic focus, etc. It is, however, a Blessing and can be negated, etc, as normal.

Warp Charge counts all units on the table, including those in transports. The psychic phase ends immediately if the active player runs out of warp charge.

You can only ever manifest psychic powers on your own turn. Kinda breaks a bunch of the Blood Angels/Grey Knights powers?

Psyker units can only attempt to manifest a particular power once. Text is a little ambiguous what this means, though; if there are multiple psyker models within a unit (that can each manifest separately, as opposed to a Brotherhood) maybe they can each do their own thing? If unit = unit in the normal sense, though, that implies that powers are “shared” amongst a unit, so you could choose to have a unit of Farseer + Warlocks manifest one of the Farseer's powers through a Warlock. I'm thinking that's not how it works.

Deny the Witch is on 6s unless you have a bonus. Shutting down powers is really, really hard. Casting them is harder too, though.

Can't cast anything but Witchfires out of a transport.

Perils only happens on natural double (or more) sixes. Currently there's no way to get modifiers, but could eventually be relevant.

Perils is more dangerous than before, at least by a bit. Still causes a wound most of the time (but on 5/6 you can make a Ld test to dodge it.) 4+ on the table ONLY causes a wound, so not all that dangerous. 1/2 are potentially pretty bad, with 2 actually being the worst- no roll to avoid it, and for low-Mastery psykers it can render them useless for the remainder of the game.

Psychic Pilot explicitly gives a bonus to Deny rolls.

Psychic Hood is 12″ range now, otherwise does the same thing.

Blessings don't stack unless specifically stated.

Conjurations bring the unit in via Deep Strike, so no movement/assault. Mishapping lets you place them anywhere you want on the subsequent turn, though. The conjured unit generates powers/abilities immediately as appropriate, but can't cast conjurations of its own that turn. They're scoring. Conjured Daemons can always take an Icon/Insturment/Champion for free if you have the appropriate model available.

Powers last from one psychic phase to another, unless otherwise noted, so Blessings will never help you on your first movement phase. Interesting.

Maledictions don't have the same “never culmulative” text that Blessings do, but are otherwise worded similarly (which implies they probably don't stack.) Still can't go below 1 in anything.

You can cast as many Witchfires as you want and still shoot, and can target anything you want.

Beams don't reduce in strength anymore for multiple models? Pretty sure that was a thing previously.

Focused Witchfires get to choose their target if you roll more successes than you needed to cast the power. This is huge, as it means that the previously-unreliable targeting aspect of them is now actually quite accurate. They otherwise hit the nearest model, which is still useful.

Novas hit FMCs/flyers.

Shooting is resolved one weapon at a time now, but you can still only fire one gun unless otherwise noted. Interestingly, different fire modes are counted as different weapons for this purpose. The limitation on firing one gun is no longer specific to the shooting phase.

Snap Shots are always BS1, unless specifically stated otherwise or modified by a rule that states otherwise.

If models are equidistant from the shooter, the owner chooses which to remove.

You can't allocate wounds to models out of LOS. [черт] you, blast weapons, you have to follow the rules.

Since weapons are resolved one at a time, it's possible to put your shorter-ranged guns out of range. Pick your order carefully.

Models that Go to ground can't fire overwatch. That's a pretty big deal.

Cover is always 5+ unless specified otherwise.

Ordnance weapons can never fire Snap Shots. Nonvehicle models that shoot an Ordnance weapon can't charge or fire other guns.

FMCs can theoretically drop bombs now. Huh.

Primary weapons with Armorbane roll 3d6 and pick the two highest. Nice little fix there.

You're allowed to charge things you can't hurt, explicitly so.

Charging through terrain is -2″. This can cause you to fail a 1″ charge.

Pile in during assaults is slightly different. Functionally pretty similar, though.

Monstrous Creatures can never Go to Ground.

FMCs that Deep Strike are always considered to be Swooping.

Grounded tests are only on unsaved wounds, and are at the end of the phase. You can't charge if you went into Glide mode on your own turn, but you can if forced by a Grounding test.

Vehicles are allowed to make Snap Shots with ordnance weapons.

When Immobilized, flyers crash on a 1/2 and otherwise count it as Stunned.

Exploding vehicles no longer leave craters. Wrecked vehicles are not dangerous terrain (though they're still difficult.)

Vehicles are allowed cover saves against weapons that inflict damage results, but don't roll on the damage table- specifically including Graviton weapons.

Stationary vehicles are still treated as WS1, though Immobilized ones are not.

If a vehicle suffers a damage result that doesn't kill it, embarked units have to make a Ld test at the end of the phase or be only able to fire snap shots.

Damage from vehicle explosions on the inside is allocated randomly. [черт]ing random allocation.

If a transport is destroyed by a shooting attack, ANY unit that shot the transport is allowed to charge the disembarked squad.

Moving Flat Out while zooming gives you 12″-24″ of distance.

You can't disembark from a chariot, period. Coming back to life if you were mounted on a chariot brings back your chariot with 1HP. When a Chariot is shot at, the owner gets to choose whether the wounds hit the chariot itself or the embarked model (except for blasts/templates, which always hit the vehicle.) Skimmer chariots don't need to take Dangerous tests for charging, and chariots only take a glancing hit from dangerous tests. Chariots (or more specifically their riders) fight like infantry models and the chariot can sweep, pile in, etc, as normal. When fighting against a chariot, you have to resolve all of your attacks against either the rider or the vehicle- you can't split them. You use the WS of the rider to hit it, and grenades can only be used on the vehicle. Hits against the vehicle are always resolved on front armor in CC.

Walkers no longer get a free pivot in the shooting phase. They do have the Hammer of Wrath rule, though.

Ramming does a base damage equal to half the armor facing of the vehicle, +1 for being a tank, +2 fr being heavy/superheavy- speed no longer matters (though you must go as fast as possible.)

Dozer Blades add +1 to your effective armor value when ramming.

Wounds from a challenge spill over into the unit, and wounds from outside the challenge can spill “into” the challenge (but only after all other models have been killed.)

Area terrain as a thing is gone, but many of its functions still exist. For example, ruins provide a 4+ cover save regardless of obscurement.

Craters are 6+ cover, regardless of obscurement, and give +2 when going to ground.

A model that fires a Gun emplacement can't fire any other weapons.

Buildings have HP now. 3/4/5 for small/medium/large. Jump and jet pack infantry can get into buildings. Buildings are explicitly treated like vehicles except where noted otherwise. Units on the battlements of a building that Collapses don't have to get off; those on a Detonating building get a free 6″ move to place themselves legally.

Gun Emplacements placed on buildings count only as Emplaced Weapons and can't be destroyed by shooting at them directly.

Unbound armies are stupid. really, really stupid. They're allowed to take Formations (and gain their benefits normally) if they want.

Whatever detachment contains your Warlord is your primary detachment, but otherwise it can be any of them. In an Unbound army, all models from the same faction as your Warlord benefit from their trait.

You can take any number of detachments in an army, including Allied detachments. “Combined Arms Detachment” is the general name for the old FoC chart, which includes one fortification and one Lord of War. A CAD can reroll its warlord trait and benefits from Objective Secured; allied detachments get Objective Secured, in both cases for Troop models only. Note this applies to dedicated transports for troops.

Warlords can be non-character models, but if they are, they do not get a warlord trait.

The warlord tables are mostly the same, but slightly cleaned up. Strategic is really, really good now.

Unbound armies still need to follow the rules for differing ally relationships. Battle brothers can embark on each others' transports now. Desperate Allies don't cause planes to crash anymore, but are scoring. Come the Apocalypse are like Desperate, but can't be deployed within 12″ to start.

Fortifications are set up with the rest of the army during deployment.

Winner of the roll-off picks whether to deploy first or second, and then both players do so. Whoever deployed first then chooses whether to take the first or second turn. This… is a pretty big change.

Conceding is now actually in the rules, and results in a crushing victory for the continuing player.

Only scoring units can claim Linebreaker. If both players kill a unit at the same time, they both get First blood.

The roll-off to place objectives is done before choosing table sides or deployment types (except in Emperor's Will) and is separate from the roll-off to pick sides, etc. Objectives can be on top of, but not inside of, buildings.

Swooping/zooming units don't score. Nonscoring units can't contest objectives.

Sabotaged objectives now cause d6 hits to units in 3″, rather than the large blast marker. Grav Wave Generator now subtracts two from charge rolls, and is cumulative with terrain.

Night Fighting is ignored if neither player wants to use it. It simply gives the Stealth rule to all units.

There is no limit to the number of units you can place in reserve, though if you have no models on the table you will still lose at the end of a game turn. Units from reserve can manifest psychic powers as they please.

You can't roll the same Tactical Objective more than once during a game. Maelstrom of War missions are optional, and only they use the Tactical Objectives. You generate tactical Objectives at the beginning of your turn, depending on the mission.

Scouring and Big Guns still give VP for killing the requisite unit types, but no longer have anything else special about that type.

The Relic is now scored like any other objective and can only be passed once per turn. Vehicles can never pick up the Relic.

The Maelstrom missions are… interesting. Above and beyond the other stuff here, they're gonna get a post all their own.

ATSKNF no longer gives the free 3″ move for regrouping.

Blind can only cause one test per phase.

Barrage weapons can only fire at targets inside their minimum range by firing directly.

Destroyer weapons always cause no effect on a result of '1′. 2-5 cause d3 damage (HP or wounds) and allow cover/invulnerable save as usual. 6 is the same as before and no saves of any kind can be taken, although special rules other than FNP can still be taken as normal. Destroyer weapons count as S10 for purposes of Instant Death (sorry, harpy/DP, no more dodging that bullet.)

Graviton weapons do nothing to buildings.

Hammer of Wrath is resolved against the armor facing you hit.

ICs can never join a unit that contains a monstrous creature of vehicle. They are, however, allowed to join units that consist of a single model.

Infiltrators and Scouts can never charge on their first turn, even if you went second.

Poisoned weapons only grant a reroll on wounds if your Strength is HIGHER than the toughness of the model you are wounding.

Precision Shots are only on sixes.

Rampage doesn't work when multicharging.

Skyfire no longer allows full-BS shots at ground targets if you have the Interceptor rule.

Smash Attack is now only a single attack, not half your normal number.

Sniper weapons are no longer Rending against vehicles and merely count as S4.

Strikedown doesn't lower the initiative values of affected models anymore.

Supersonic doesn't prevent you from entering Hover mode.

You can use Grenades against Gun Emplacements.

Defensive grenades can be throw as S1 Blind Blast weapons. They don't give Stealth at close range.

Like the missions, the psychic powers deserve an article all their own. (Also, we need to find out who can actually use what tables before they mean much- remember, in 6E a lot of models from a faction didn't have access to all of that faction's psychic disciplines.)
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