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We are War - Warhammer 40k fanmade animation
Corsair Craftworld Eldar imperial armor codex Warhammer 40000 фэндомы
Честно был очень удивлён что прошло так много времени и никто не слил инфы с 11 ИА 2 редакции сюда... Лулзов много, у корсаров батлфокус и много новой даки и тишина... Так что я слоупочно компенсирую это.
The Corsair Prince gets six different paths to follow. A prince can come a psyker. One way is to dabble in malefic demonology, obsessed with finding artifacts of the ancient eldar, leads too demonic possession. If it goes wrong, it has horrific consequences…. Another path has a prince who has to keep summoning until he runs out of warp charge points or dies doing it.
His retinue are gone and are replaced by the Void Storm squad all of whom are Felarchs and can be armed with a variety of exotic weaponry from Eldar through Harlequin to DE and some new stuff. Void Storm squad get void hardened armor which is a 3+/5++ armour save now.
The Shadowfield is still in there too.
The Prince can access ANY remnant of glory, enigma of the Black Library or the relics listed in the DE codex.
The Prince can take a Corsair Venom like an Archon can. Corsair Venoms can now have two heavy weapons including splinter cannons or a mix of Eldar heavy guns and DE. So they can take scatter laser and a splinter cannon at the same time.
A Corsair Baron is a new HQ that sits between the Prince and the Felarchs in the ranks of a Corsair band.
Formations There are some that resemble loose associations and war bands rather than rigid military structures. One uses multiple princes.
The Void Dreamer Gets a major buff. Able to take Telekinesis now and will be ML2. Void Dreamers can use the webway to suck an enemy unit or vehicle off the map and place it into ongoing reserve.
Infantry get boosts. Corsair Jet Packs give a 4+ armour save. WS and BS are 4 as per other Eldar. Felarchs have 5 and 5. Each model can have a different weapon including splinter rifles.
Felarch’s have an ability that helps their unit in close quarters fighting. Not sure if that means shooting, assault, or something else.
There’s an army-wide power akin to battle focus “but a little different”.
New vehicle wargear kinetic fields which is a 4++ against anything within 24″. The 4++ works in CC as well where it becomes rerollable. Wasp Walkers can take kinetic fields which means they’ll tie things up in CC pretty well. Corsair vehicles can really be in the thick of it.
Corsair Jetbikes – There are new models completed by Will Hayes. He coyly confirmed this to me. Corsair Jetbikes can take splinter cannons. The Corsair Prince can take a jetbike.
Warp Hunter – D strength minus 1. Same profile as before not sure if the AP moves to 2.
Firestorm gets ignores jink and rending.
Hornet pulse lasers have a higher cost.
There are lots of specialist grenades that do different things including building and fortification busting. One is a S: D grenade that can be thrown but cannot be used in CC.
Bel-Annath gets a makeover but not sure on the detail.
Changes to how Spectres and Iryillth move.
There is a new Wraithlord variant produced by Will Hayes.
Revenant, Cobra, and Scorpion all getting updated.
No more void dragon phoenix.
And from the Amsterdam Open we have:
Via Lord Thørn on B&C
Anyway, I’ve got a few things to add to this list :
Doom of Mymeara 2nd edition should be out soonish (in the next couple of months), with an updated and expanded corsair list (new units, but no or few new models planned)
Who wants to put money on a highly mobile jump force of infantry and light vehicles updated to 7th Edition?
I predict a LOT of D in there…
Perils of the Warp Chart
Corsairs have their own unique Perils of the Warp chart. In addition to the Void Dreamer, Barons and Princes can be Psykers.
D6
1- Devoured. No Ld check. The Psyker is claimed by She Who Thirsts. Gains Demon, Hatred (Khorne), Rending, and may run +3 inches. Control switches to your opponent. If the psyker is part of a unit they’re locked in combat.
2-3 Soul-Wracked. Slaanesh gives them a back massage is basically what the fluff says. The unit (not just the model) are pinned and your opponent gets to change the target of the psychic power being cast.
4-5 Warp Terrors. Demons swirl about the veil. Unit and all Corsair units within 6″ must make a morale check on 3D6 take the two highest or fall back.
6 The Eye of She Who Thirsts. The Psyker gets the attention of Slaanesh. For the rest of the game perils happen for the psyker on any doubles.
Psychic Powers
– Psychic power #5: Warp Tunnel – WC2 – Pick a friendly unit within 6″. Make a no-scatter Deep Strike anywhere on the table. The target may shoot and assault as normal. For every 6″ moved this way roll a D6, for every 1 rolled take a wound (saves allowed).
– as a whole their psychic powers are pretty average though. The one that puts enemies into ongoing reserve is powerful but it’s WC3. Not witchfire though so that’s good.
– Primaris power under Aethermancy… not so good IMO.
Path-Ward, WC2 (why?) – Blessing, only works on Corsair faction units. The unit automatically gets a ‘6’ on difficult terrain rolls, charge distances, thrust moves, hit and run moves, reckless abandon special rules. If it was a D3, it’s a 3.
I guess that’s a very long, predictable charge range though.
Army Special Rules & Info
By the way, regular troop Corsairs (now called Reaver Bands), got defensive grenades.
Not sure about the vampire hunter. Firestorm yes. Lynx is still there, holofields unchanged. Sonic lance unchanged, It has a whole new gun though:
Corsairs get these two rules:
– Dancing on the Blade’s Edge: Corsairs are piratey and stuff and not the most disciplined. They come with two Ld Values, ie 8/5. You use the lower value when trying to regroup.
– Reckless Abandon: If within 12″ of an enemy, the unit can “battle focus” only after shooting. But don’t roll D6, it’s a flat 6″. Jetpack units get 6+D6″.
Princes can take relics from either book as well as the Harlequin book. Hello Mask of Secrets.
Dissonance cannon: 24″ S5, AP4, Heavy 1, pinning. For each additional model in the unit that hits, add +1S and -1AP. So if three hit that’s S7 AP2 on all of them. Not bad.
grenades – Tanglefield
S2, AP-, blast. Any unit hit by it takes a strength test, if failed reduce initiative and WS in half until next turn.
So the cloud dancer felarch comes with a brace of pistols, either or both of which can be exchanged for a list of named items…
… but the default loadout just says ‘brace of pistols’.
Meaning what – brace of shuriken pistols? Fusion pistols? Laspistols?
Brace of Pistols is wargear that effectively gives access to 2 shuriken pistols and 2 splinter pistols.
– Yes the Corsair Prince and Baron can both take a Cloud Runner jetbike.
– The Baron is a 30 point HQ base, super cheap. He’s not an IC, can take a lot of upgrades such as a shadowfield, pay 15 pts to become a lv1 psyker. I think he’ll see a lot of action.
– The Prince dropped 25 pts. Anything with 12″ uses his Ld.
– Yes Corsairs have a pistol fetish. They have access to 4 pistols (but can of course only fire 2). For one, this means that they all have 2 CCW.
– There are scout Corsairs called Ghostwalkers. They get stealth, scout, infiltrate, plasma and defensive grenades, and a lasblaster. For one point per model they can get longrifles. They can also get flamers, fusion guns, shredders, and blasters (1 per 5). And they can get haywire grenades.
– Corsair jetpacks grant 4+ armor
CW Eldar, Dark Eldar, and Harlequins are battle brothers. Tau, Imperials are Desperate allies, never may be in a list with Chaos, Nids, Crons. Nobody is allies of Convenience for Corsairs (except different parts of their own detachment lol)hey gained open-topped… But get 4++ rerollable vs shooting whenever they jumped or deep struck on the previous turn.
– For +10 points Corsair Reavers (“basic” Corsairs) can all upgrade to Void Hardened armor. This gives them 3+ armor and re-rolls for dangerous terrain and difficult terrain, but they lose Fleet.
– Balelight: Pistol 3D3, rending, blind, one use, 8″, S3, AP6.
– Elite Slot: Malevolent Band. These corsairs are half-insane because of Slaanesh gnawing at their souls and therefore charge into battle with berzerker-like rage.
: Any Corsairs within 6″ of them get -1Ld
: They’re 2W models with FnP
: Fear, fearless, fleet, furious charge, rage
: 5 points gets the whole unit Jetpacks or Heavy mesh (4+ armor). No-brainer.
: Can get melta bombs, venom blades, power swords (1 per 5)
: Comes with brace of pistols and a CCW
In other news, the Corsair Prince can be configured as a “drug lord” and have a better combat drug chart than dark eldar – and it works for his whole detachment. Roll a 6 on the drug chart and your prince goes full El Chapo and gets to roll for two drugs.
Dark Eldar need a new codex.
Looks like no new model support other than the new WK and the jetbikes and those look like modded kits. FW told me though that they plan on releasing more in the future but couldn’t say what or when.
Corsair Formations & Detachments
Anyway Corsairs can take a CAD. Or they can organize into a…
Corsair Fleet Raiding Company
Mandatory stuff:
– Command Crew (1-2 HQ, 0-1 Elite, 0-1 LoW)
– Primary Coterie (1 HQ, 1-3 Troops, 0-2 Elites, 0-2 Fast, 1 Heavy)
Optional 0-3 Coteries (same as primary)
Features:
– Obsec Troops
– Coterie Specializations. Each Coterie can select one of the following rules and you can’t double up on any rule pick. (Command Crew doesnt get one):
Titan Breakers – Preferred enemy tank and walker
Head Takers – Rerolls 1 to wound in CC
Sky Burners – Deep strikes scatter D6 and reroll failed reserve rolls (optional)
Vault Breechers – Gain Dissonance breech
Night Hunters – Gain Night Vision and Preferred Enemy (stuff at night)
Hate Bringers – Pick an enemy unit on turn 1. The Coterie’s infantry and jetbikes get Hatred (those guys) for the whole game and if you kill those guys gain a VP. Any part of your army can kill it for the VP doesn’t have to be the coterie with this ability or even Corsairs.
Drawback!!! Internal Politics: Your Coteries count each other as Allies of Convenience. This is potentially a big deal.
The book also has more choices for the Eldar Warhost formation in the CW Codex. Lots more actually. Here’s one.
Lord of the Undying Host (Command Choice)
1 Wraithseer
1-3 units of Wraithblades
Special Rules:
– Wisdom Beyond the Veil: roll 2D6 for warlord trait, pick the one you like
– Bound to Serve: Wraithblades and Wraithseer re-roll to-hit rolls of ‘1’ in the first round of CC
Warhost (decurion type detachment)
There’s an alternate to the Eldar Warhost in here, sort of a modified version where instead of getting the buffed battle focus thing, you pick a trait.
Warhosts of the Pale Courts (The Pale Courts are the minor craftworlds), uses normal auxiliary and command choices
– Pale Courts Battlehost: Farseer, 3 Guardian Defender units, 0-1 Warlock councils
– Pick one of 11 traits.
> Crossroads of Eternity: The Battlehost may include a Harlequin Troupe, counts as CE Eldar faction
> Children of Khaine: The 3 units of Guardians must be Storm Guardians who are S4 when they roll a ‘6’ to hit
> Disciples of Vaul: The Battlehost adds 1-3 Vaul’s Wrath batteries and the Guardians may take 1 support weapon per 5 models
> Graveyard of Dreams: The Battlehost must take 3 Wraithblade units, the Guardians become 0-3. The wraithblades get Crusader.
> Tomb-Ship of Fallen Heroes: The Battlehost uses a Spiritseer or Wraithseer instead of the Farseer, roll 2D6 take the best for WL traits. Must also take a Wraithlord.
> Aspect-Lord Shrine: Guardians become 0-3, Battlehost must include three Aspect Warrior units from a single aspect.
> Fortress of Discipline – Battlehost adds 1-3 War Walkers or 1 unit of Wasps. They get pinning against anything Guardians targeted that turn.
> Swift to Anger – Battlehost must inclide 1-3 Vyper units or 1 Hornet unit. They get outflank and re-roll reserve rolls.
> Halls of Martial Splendor – Take an Autarch instead of the Farseer in the Battlehost. He re-rolls misses and wounds in a challenge.
The strong stand alone – The Battlehost adds a single squadron of Warp Hunters, Night Spinners, or Fire Prisms. Your army can’t contain any other detachments except more Pale Courts Warhosts.
New Vehicle Details
– The Phoenix Bomber looks unchanged other than dropping 20 points.
As well as the Wraithknight (there’s a new one) and the new Revenant.
Unfortunately Prism blasters (focused and dispersed), as well as Ghostlight are the same as they are on the FAQ downloadable from FW’s website, which is to say, lacking. I don’t have info on the Spear of Twlight, Irillyth, or Spectres themselves though, sorry. I have the corsair stuff mostly.
Is Firestorm in the book?
Yes. Its gun got rending and ignores cover vs skimmers and flyers.
– Warp Hunter, 185 points, can be squadroned. 36″ Str: D minus 1 AP2 with small blast barrage D3+1 shots. Also has a template firing mode.
– Kinetic Fields grants a 5++ save to vehicles, increasing to 4++ re-rollable if the vehicle deep strikes or moves flat out. Wasps get it when jumping. Doesnt work in melee but this is damn good.
The Phantoms guns got a boost
Eldar Lynx:
12/12/11, 5 HP
Heavy Support NOT a superheavy
Costs 5 more than a Land Raider
Flyer with skimmer mode
Can Deep Strike
Can’t jink when flying (it’s too clumsy), only snap firing when flying
Comes with a shuriken cannon, can turn it into a BL/SL/SC for +5 pts
Lynx Pulsar:
Saturation: 48″ Str, AP2, Ordinance 1, Large Blast
Salvo: 48″ Str, AP2, Ordinance 3, Twin-Linked
it’s 60 pts cheaper and got +1 armor f/s
The Lynx Pulsar has an Ordinance 3, S: D, AP2, Twin-linked 48″ firing mode now, as well as the Large blast D which also gets ordinance
Sonic lance is unchanged
Revenant Titan
Gets a heavy 4 S8 AP3 skyfire, interceptor, sunder ”Cloudstrike” missile system. And it’s only hit on 6’s in close combat now (GMCs and superheavy walkers hit it on a 5+). Titan holofields are unchanged. Weapons are unchanged.
– The Nightwing is only 25 points more than a naked Farseer. It has stealth and Agile.
– you can arm a Wasp with both a dark lance and a bright lance.
– Wasps get D6+1 hammers of wrath when they assault using their jump jets. They gained open-topped… But get 4++ rerollable vs shooting whenever they jumped or deep struck on the previous turn.
A lot of folks seem to hate shooting D weapons these days, so if these rumors are true and the Pulsar is changing THAT much it may not be too popular with quite a few people. Also only being able to hit the Revenant on 6’s in hand to hand really cranks up the power level notch on that thing a whole lot.
I can’t imagine the Phantom that’s like 3 times as big as the Revenent not getting the same rules as far as that goes. The titan holofield rules staying the same won’t hurt sales either for these big boys.
Dark Eldar Aeldari wh humor Wh Other Imperial Guard Imperium Warhammer 40000 фэндомы
"The Prophets of Flesh, those who studied under the dementedflesh-sculptor Urien Rakarth, had devised a newpunishment – to take a transgressor and reshapethem, melding their mortal clay until they looked,walked and even smelt like a human being. AllDrukhari found this horrifying, for to them a humanform was ungainly and ape-like, a cruel mockeryof a biped in comparison to the lithe and alabaster skinnedAeldari anatomy."
Перевод
"Пророки плоти придумали самую ужасную казнь для ТЭ - перерабатывали тело жертвы до состояния мясного бульона и вылепливали из них то, что выглядело, двигалось и пахло как человек. Приговорённые к такому вопили и молили, что они сделают что угодно, лишь бы избежать этого"
В итоге Вект брал этих фальшивых людей, внедрял их в ИГ и они направляли ИГ на иннарей
Eldar Harlequin Warhammer 40000 фэндомы
Мы должны смотреть вперёд с надеждой, а не назад в отчаянии. Перерождение - единственная надежда, которая осталась у нашего народа, последовав за ней, мы вновь воспарим на ветрах судьбы" - Латриель, Верховный провидец Биель-Тан.
Dark Eldar Eldar Ynnari СПОЙЛЕР Chaos (Wh 40000) Slaanesh Khorne Skarbrand Mask of Slaanesh Warhammer 40000 фэндомы
The Fracture of Biel-Tan - Part One
It's Fight Night in Commorragh! Isn't every night, fight night in Commorragh though? Well yes, but this is the big ticket title fight! In the red corner, LELITH HESPERAX, Queen of Knives and the People's Champion herself! She's going to be tough to beat, given she's currently undefeated and undisputed champion of the Crucibael. In the blue corner, our challenger for this evening, an upcoming gladiatrix who's risen to high fame under the patronage of Lady Malys herself, known to the craftworlders as YVRAINE, known to the Corsairs as AMHAROC, known to Commorragh as THE DAUGHTER OF SHADES. The Dark City is abuzz, crowd attendance is somewhere in the millions and even a Harlequin Troupe has come to be entertained and some bloke is probably streaming the fight on Facebook Live. First some warm-up fights though. Sslyth vs Donorian Clawed Fiends. Horrors of the Haemonculi vs Wych Cults vs a battered squad of Astartes vs Hellion free for all. The crowd is going wild. Then come the Tyranids - cross-bred strains of Hive Fleet Kraken and Leviathan are released by the Haemonculi into the arena as Lady Hesperax and Yvraine enter the fight. Asdrubael Vect watches with interest from his floating fortress high above Commorragh.
The fighting is fierce. Yvraine is up against a Hive Tyrant (flips over its head, kicks a knife off the ground into the back of its head, charges in underneath, carves out its underbelly. Killed). She quickly finds herself caught up in a melee with a Lichtor though, and Lelith uses that opportunity to get some hits in. The Lichtor gets eviscerated in the cross-fire, as Lelith comes in at Yvraine in a furious flurry of blows - who does this upstart think she is challenging Lelith to a duel? Yvraine is hard-pressed to simply defend herself, and quickly finds herself on the back foot but an unfortunate stumble by Yvraine sees Lelith's dagger in her gut. Satisfied with her victory, Lelith vaults off to find new prey while Yvraine is trying to stem the wound in her gut. However a Priestiess of Morag-Heg steps up for a duel, and Yvraine is quickly overwhelmed and loses her hand. Yvraine knows she's dead - she's loosing too much blood but manages to lock the Priestess up in a deathly choke-hold to at least take the Priestess out with her. They both shudder in their death spasms, falling to the ground....
... only for an all consuming brightness of a star to burst up from the ground and consume them both. Yvraine is screaming as she feels the awareness of a new dimension open up in her mind, casting away all concerns of her previous self. She sees Ynnead, shooting like a star from a distant crystal moon (*cough see Death Masque cough*) and laying the immensity of his gaze upon her. Her soul is layed bared to him, and she will forever see nothing but his glory. "Daughter," he whispers.
Explosions of energy shoot off from her body, as she's raised up in the air by invisible forces. The energy sweeps out into the arena, withering any Eldar it touches and turning them into husks. The Tyranids are largely unaffected though, and use the opportunity to start rampaging through the crowd. The Trueborn guards try to fight back, but they are mixed in attacking the 'Nids or the glowing body of Yvraine. All shots just seem to bounce off her though. Lelith zooms away into the night on a Reaver Jetbike, her smile like the
“glint of pearls in the gloom”.
Above the carnage, Vect is watching with growing anger... what the hell is going on? He sends his proxies to try to restore order. But something far worse is coming... Yvraine wakes from her apotheosis, and the ground shakes beneath her feet as she touches back down. Her hand restored, and even her blade transformed and radiating with power. Her Bloodbrides rally around her, as they quickly find themselves under attack by both Tyranids and Kabilites. Realising she's in the middle of a :cussstorm, Yvraine decides to get the hell out and they make for the exit of the arena killing as they go. But with each death of an Eldar around her, she starts to feel more and more power growing in her mind and body and eventually she can't hold it in and speaks words unbidden to her lips. The entire arena goes dark as every light is extinguished, and she's shocked to see dead eldar all around felled without a blow. Kabalite Guards cry out in alarm - psychic activity in the city is surely to draw the attention of Slaanesh! Kill her! More Incubi rush out to attack her, when a red armoured figure steps in to defend her. "Team up?" He offers, as he helps her cut down the Incubi. "No. Go Away. I don’t need help," she spits back but for some reason he seems really familiar... something about the styling of his armour and guard stance. He points to her sword, telling her it is called "Kha-vir" and that it is blessed by Ynnead, just as she is. "Ugh fine, you can tag along," she relents as they try to escape to the space-docks. She's got some mates there, from her Corsair days, and she might just be able to escape... because that 'far worse' thing that's coming?
Well, turns out that beneath Commorragh there is ancient sealed portal known as Khaine's Gate that has kept a flood of demons at bay. Only Yvraine's apotheosis had created a dysjunction of Empyrean energy that collapsed the gate, and let a flood of Demons into the Dark City. Vect had already prepared for an eventually like this though, and left the 'defence' of the gate to his rivals ensuring they are the first to die to the Demonic Invasion. His plan is to let other people bear the brunt of the invasion, while he can consolidate and come back in strength at a later date. Still, he's not particularly pleased at what Yvraine has wrought on his dominion. He commands Urien Rakarth to send his forces out to capture/kill her.
Anyway, Yvraine and her new buddy in red armour (he calls himself the Visarch) manage to escape into the webway along with some of their followers. They don't really know where they're going though, just away from Vect's forces. As she's travelling starts hearing voices in her head of some of the Eldar she killed in the arena. Wait a minute - she's somehow absorbed their souls! This meant she's kept them safe from Slaanesh! Could she be the salvation of all the Eldar? If only she wasn't hopelessly lost in the webway! Her Wych Cult are starting to get real antsy too, this deep in the webway and no 'food' to stave off their 'hunger'. They come across a portal, with strange music coming out of it which is creepy as :cuss, but Yvraine's got no real choice - she goes through it. Only to run straight into a host of Demonettes, dancing and frolicking around as if at a grand ball with corpses of Kabalite Warriors! Creepy and Weird! They get ready to fight... but... the music is kind of relaxing... and the Demonettes are kinda nice to look at... And dancing at the centre of it all, the Masque of Slaanesh watches with glee as the Dark Eldar begin to drift off into slumber. The Masque is drawn forward to Yvraine, when SURPRISE HARLEQUIN AMBUSH! Harlequins of the Midnight Sorrow drop down from the 'roof' of the webway and start cutting through the Demonettes. This snaps Yvraine and her Dark Eldar group out of it, and they rally to fend off the Masque's ambush forcing the Masque to flee into the Empyrean. The Harlequins offer to guide Yvraine to a destination she knows well. Craftworld Biel-Tan.
You see, Yvraine was born on Biel-Tan. She walked the Path of the Performer first, dazzling with her displays of acrobatics. But then she felt the call of violence and went on the Path of the Warrior, but eventually not even the fiercest of battle could sate her spirit. So she tried the Path of the Warlock for a bit, but that wasn't quite right for her either. So she became an Outcast, rising up to become a famed Corsair admiral before a mutiny caused her to flee to the arenas of Commorragh. And here she is now, the Prodigal Daughter returning to Biel-Tan as a new force that could change the fate of Biel-Tan and the Eldar forever. Biel-Tan, as I’m sure you’re all aware, has violent and vengeful ambition to restore to the Eldar to its former glory. They think that the Exodite Eldar are the true hope of the Eldar, and will prosecute anything threatening one of their Maiden Worlds with extreme force hence their reputation as the most militant of the Craftworlders. Most other Craftworlds look on this as a delusional ideal though - the ability to restore the Maiden Worlds to the former glory of the Eldar Empire has long passed. But not everyone thinks that way, a certain Ulthwe High-Farseer and a troupe of Harlequins among them. Eldrad has forseen the coming of Ynnead's ascension in the form of Yvraine and the ambitions of Biel-Tan could be a perfect platform to make this happen and the Harlequins of the Midnight Sorrow have already worded up Biel-Tan about an arrival of a ominous nature. The Biel-Tan Autarch Melineil consults with his sister, Farseer Lathriel - in her divinations she sees a fork in the road. One path leads to Rhana Dandra (the end of days) and the other leads to darkness with the sound of a mourning bell ringing. Could the prophecies of the Seventh Way (the one where the Eldar don't have to all die for Ynnead to awaken) be true? One other small problem though, unknown to the Eldar - The Masque of Slaanesh is kinda keen on getting inside Biel-Tan and feasting on their tasty souls, especially because she senses Yvraine will end up there. And she's got a plan.
There's a backdoor into Biel-Tan, from a Maiden World called Ursulia. It's sealed and all that, but the Masque reckons she knows how to crack it. A sudden Warp Storm has popped up over Usulia, wreaking havoc through the Exodites living there. Also, the massive Demonic Invasion that the Masque organised, made up of a grand promenade of Slaanesh demons... and a grand battalion of Khorne Demons. Wait what? Khorne and Slaanesh, like really, really hate each other! Lucky for the Masque though, she rolled really well on her Charisma at character generation and has like a Persuasion check of +30. The wards on the portal from Ursulia to Biel-Tan are too strong for her to break, but can they stop SKARBRAND?!?! Let's find out. She goes to talk to Skarbard with an offer of alliance, but Skarbrand aint interested in anything but Slaughter and Carnage. He goes to chop her into little pieces, but also lucky for the Masque she also rolled really high on Dexterity and has an AC of like 30 too. Eventually Skarbrand gets bored that she's not being dead, and she starts spinning a story of how they're not all that different from each other, both being exiled from their God and all that, and maybe they could have a friendly wager on who can kill the most Eldar on some random Maiden World. Natural 20 rolled on the Persuasion check it seems, because Skarbrand's ire is raised just enough to get him to agree to the wager (as if he's gonna let a puny Slannesh girl beat him!), but not enough that he flies into a rage and kills her on the spot. So off to Usulia they go, and the killing begins.
Biel-Tan aren't about to let one of their precious Maiden Worlds go down, so they launch a counter-assault with Autarch Melinial leading it personally. The battle rages back and forth, massed demon charges vs lightning strikes of Eldar. The Masque and Skarbrard are up near the portal – the Masque’s plan is to lure the Eldar up to the portal and set Skarbrand loose and in his rage he’ll destroy the wards on the portal. What could go wrong? Well the Eldar don't take the bait initially, and Skarbrand is in danger of being lured away himself. Not good! So the Masque jumps up on the Portal in full view of the battle and starts guzzling spirit stones off some Warlocks she's killed like they're oysters. Melinial is infuriated by the Masque's brazen feasting of Eldar souls, and directs all his forces towards where the Masque and Skarbrand are at the portal. The Eldar unleash a devastating amount of firepower, mainly at Skarbrand since he's a huge :cuss-off Bloodthirster after all, and manage to kill almost everything around him (except for the Masque) whilst also putting a fair bit of hurt on him. Skarbrand gets extraordinarily pissed that he's gonna die before he can even get to do anything, and looks around for something to smash... and the only thing he can see nearby is The Masque dancing on top of the portal. So he directs a big SKARBRAND SMASH! at her... but she jumps out of the way, and he cleaves through the wards on the portal instead. Meliniel watches in horror as the Masque and a whole swathe of Slaanesh demons dissapear into the Webway, enroute to Biel-Tan. Unfortunately Skarbrand is blocking his way, preventing him from pursuing. Skarbrand eventually realises The Masque has bailed on him through the portal, and he gets really angry (they had a wager!!!) so he jumps through the portal too. Demons are swarming through the portal now, and Melinel is forced to destroy the portal to stop even more getting through to Biel-Tan (though obviously cutting himself off from reinforcing). He sends a psychic warning off to his sister to ready the defences.
Lathriel has the defences organised - all ways into Biel-Tan are sealed off except for the main portal at the back of the Craftworld, which is put under heavy guard to destroy it if necessary. Drastic steps, but better than letting the Craftworld get overrun. The defenders wait - everything looks clear so far - and a scout ship returns from monitoring the advance of the Demons through the webway. No-one notices The Masque clinging to the bottom... ah the old classics. She slips off into the Craftworld, hypnotising anyone who crosses her path which allows Demonettes to possess their bodies. Back at the main gate, the bulk of the Demon forces have arrived led by Skarbrand. He bursts through the portal, carving through the Eldar defences... but the Avatar of Khaine has been roused and they slam into close combat. Farseer Lathriel rushes forward to seal the portal before more demons get through, and when she turns around both Skarbrand and the Avatar have obliterated each other. Meanwhile The Masque has set herself up in the Avatar's (empty) throne, and is summoning more and more Demonettes and preparing a ritual. Some Howling Banshees come across her, but quickly fall under The Masque's hypnotic spell and then Jain Zar shows up. The Masque tries to hypnotise her, to no avail, and Jain Zar impales the Masque upon the Avatar's Throne... but not before the Masque is able to dig her rune-inscribed claws into the Wraithbone surrounding the throne and breaches the Infinity Circuit. Oh :cuss. The Masque and her Handmaidens are transported inside the Infinity Circuit, bypassing all its defences. Biel-Tan is being destroyed from the inside.
With all routes into the Craftworld now sealed off, Jain Zar leads the counter-attack against the remaining Demons. Yvraine and her group of Dark Eldar and Harlequin guide had managed to get through the Webway Portal just before it was sealed. They're not exactly greeted with open arms by the Biel-Tan warriors - a group of Commarragh warriors right on the heels of a demonic invasion? Sounds suss. But Yvraine helps fight off a huge group of Demonettes that rush in, and a cautious parley is struck. The rest of demons (well the ones physically running around anyway) are mopped up and a War Council is quickly convened, as the very wraithbone structure of the craftworld beings to grey and wither and die around them from the demons still inside the infinity circuit. What the hell can they do? The Spiritseers are frantically running around, transferring souls into Wraith Constructs before they are destroyed in the Infinity Circuit, but even then that will be all for naught if the Craftworld just falls apart around them. Yvraine tries to speak up, but she is shouted down. She abandoned them before, and has now brought Dark Eldar here - why should the listen to her? But Lathriel speaks up for her - maybe Yvraine is the Opener of the Seventh Way? That gets the Autarchs attention, as it’s the first bit of hope they're able to hold onto. Jain Zar also steps up to bat for Yvraine. So Yvraine speaks.
Yvraine tells the Biel-Tan she is the emissary of a new deity, that Ynnead is awakening. She tells them that the Seventh Path is indeed real; that Ynnead can be fully awakened without all the Eldar dying. She tells them that his sentience can be focussed from 5 enchanted bones, each a finger from Morai-Heg's severed hand. Vaul fashioned these bones into blades, and together they can awaken a god. She raises her blade Kha-vir, one of the Crone Swords, to prove her point. There is another Crone Sword aboard Biel-Tan, Asu-var, and she intends to claim it but in doing so the Craftworld’s fate will be sealed. This doesn’t go down too well amongst the Biel-Tani and some step forward to try to stop Yvraine. Jain Zar and the Visarch both step in to defend her, as Yvraine reaches into the Wraithbone structure as if it were a pool of water and draws forth a Greatblade. This sends cataclysmic shockwaves through the Craftworld, shattering spires and wreaking havoc, millions of souls in the Infinity Circuit being destroyed. “Arise!” shouts Yvraine, as a terrible form of ‘twisted bone and shimmering souls’ bursts forth from the wraithbone. Yncarne, the Avatar of Ynnead, had arisen.
Dark Eldar Eldar Ynnari СПОЙЛЕР Warhammer 40000 фэндомы
The Fracture of Biel-Tan - Part Two
With the Yncarne back in the game, the Ynnari are able to break out of the killing fields and fall back to a more a defensible location. They hole up inside the giant Memorial Hall of Atransis, holding the choke points easily. But Yvraine has found only one of the two swords on Belial IV, and they’re effectively trapped inside the Hall. That’s when two huge structures at the back of the hall being to open up, revealing a glowing portal. Stepping out from it is a massive Wraithknight, blue and yellow heraldry emblazoned upon it. Two more Wraithknights follow, as well as a host of smaller Wraith Constructs. Leading the Wraiths is Iyanna Arienal, the Angel of Iyanden. The Iyanden Wraiths cover the Ynnari forces, as Iyanna beckons them through the portal. Whilst they’re still missing one of the crone swords, to stay is to die so the Reborn dash through to the Webway and eventually to Craftworld Iyanden. Iyanna recognises a kindred spirit of sorts in Yvraine. Iyanna believes in Ynnead, but matters of the dead are a touchy subject in Iyanden. “I’ve got your back Sis, but others might not be so friendly,” she warns Yvraine as they enter the Craftworld. There’s one other small problem facing Iyanden at the moment – it’s under attack by two Space Hulks swarming with Demons of Nurgle.
With the defense of the Craftworld in full swing, the Ynnari party are greeted with crossed arms by the Iyanden defenders who basically force them into a house arrest until they can properly deal with them. Yvraine is kinda mad about this, but she forces herself to cool down to avoid hostilities. She instead reaches out with her Pyschic powers to her old Corsair buddies from Commoragh. Hearing her call, they come to the aid of Iyanden, unleashing an unexpected and devastating salvo on one of Space Hulks, destroying it.
Prince Yriel is leading the Iyanden defence, with his Corsairs. They are fighting furiously, and with exceptional skill, but the remaining Space Hulk is proving super-resilient – it is a Nurgle Hulk after all. Yriel realises that they need to launch a strike force to destroy it from the inside, however any conventional assault would be suicide. He comes up with a bold plan. He shuttles himself and his captains over to Iyanden, and convinces the pilots of the Craftworld to follow a specific course of co-ordinates in order to dictate the movement of the enemy Space Hulk. He then takes his group of corsair captains through the portal into the Webway. Using some ancient maps of the Webway near Iyanden, and a perfect sense of timing, Yriel gathers his captains into the right spot at the right time... and activates their personal Webway Teleporters to step right into the heart of the Space Hulk. Not as cool as a Teleportarium Assault by Terminator Assault Marines, but still pretty cool none-the-less.
The inside of the space hulk is utterly infected by the filth of Nurgle, and its only the Corsair Captains air-tight armour that stops them falling dead from a single breath of toxin. Resistance is light, only the occasional Nurgling, as the Corsairs had bypassed all the defences. They make their way to the Enginarium where they find the massively bloated Demon Prince Gara’gugul’gor (“whose name can only be pronounced correctly with a throat full of phlegm”). While he has super-dextrous tentactles to attack with, he’s so fat he can barely move. But lucky for him, his prey came right for him. The Corsairs are able to dodge his attacks at first, but the fighting attracts more and more Nurgle demons and the Corsair Captains are soon hard-pressed. Yriel goes all out – the Spear of Twilight destroying everything it touches – when the Demon Prince sprays a stream of vomit at him. Yriel is able to duck out of the way – but ducks straight into one of Nurgle Prince’s tentacles. Instantly, he’s wrapped up in the tentacle and drawn in to be devoured by the Demon but he uses his ocular implant – the Eye of Twilight – to burn himself free. Close enough now to strike, he brings the Spear of Twilight down... but not on the demon. Instead he strikes into the heart of the enginarium itself. The dark energies of the Spear leach through the machinery of the Space Hulk, turning it into rust and shutting down the engines. The Space Hulk is left unable to maneouver, thus ending its threat to Iyanden. Yriel smiles momentarily in victory – until Gara’gugul’gor grabs a massive girder and smashes Yriel dead with a massive blow. The Demon Prince mops up the rest of the Corsairs, but looks around in concern. He’s gonna lose his standing with Grandfather Nurgle over his failure to destroy Iyanden, but as he looks at the corpse of Yriel he starts chuckling. Maybe there is a way to salvage this mess...
Iyanden has escaped the threat of the Nurgle forces, but at a high cost. Prince Yriel’s frozen body is found floating through space, and is retrieved with great sadness. What must Iyanden do to escape this seeming curse that haunts it’s every move? Yriel’s body is put into quarantine – the Eldar are no stranger to Nurgle’s “gifts” – and their caution is proved prudent when Yriels body explodes into contagion when examined by some Wraith constructs. Yvraine, since freed from the house arrest and given thanks for calling in the Corsair aid, hears of this and makes her way to the quarantine area. Holding her Crone Sword high, she channels the necromantic powers granted to her by Ynnead into waves of lethal energy that kill off all the spores of Nurgle released into the chamber. She then enters the chamber, and grabs the Spear of Twilight. Iyanna waves off the Wraiths that try to stop her, Yvraine gives Iyanna a curtsey (IS THIS A NEW ‘SHIP?!?!) and plunges the Spear into Yriel’s chest. Yriel bolts upgright, the life energies the Spear had stolen from him over the years returned, as the Spear itself transforms shape and reveals its true form – the 4th Crone Sword. Prince Yriel had been Reborn.
A council is convened of the assembled Eldar forces. “We must act now, to change the fate of the galaxy,” Eldrad says. “But the Great Enemy is ascendant. We cannot prevail alone”.
“Who can help us?” asks Sylandri Veilwaker. “The Tau are still too young, the Orks too unpredictable and the Tyranids out of the question. Humans are too easily corrupted – they are making the same mistakes we did, that led to our Fall.”
“They have faith,” says another Farseer, “and with Faith they have power”.
“The time of their corpse-god is over,” says Wraithknight Soulseeker. Yvraine, with Iyanna at her side, speaks up then. “No, they must have a new leader,” she says. “If we can raise a new hero that reminds them of the glory of their past, they will follow him just as we cling to our myths.”
“She is right,” says Eldrad, “and I have already forseen of a leader the Humans will follow like sheep. We must go to the moon of Klasius and meet our shared destiny”.
“We shall give the humans a demi-god,” says Yriel, his chill voice sounding as if it comes from the grave, “A king reborn, with a deathly blade. And the hosts of Iyanden shall go with us.”
A brief interlude to catch up on Commoragh before we get to the last part of the narrative – the demonic invasion of Dark City has wrecked havoc. With Vect abandoning the city, there is no co-ordinated response and many rival Dark Eldar end up fighting each other as much as the demon invaders. Amongst the unchecked violence spilling through the streets, Kheradruakh completes a kill and claims his last perfect skull he needs. Conducting a ritual amongst the gaze of a thousand skulls in his lair, he opens a gateway to the midnight dimension of the Mandrakes. Overnight, his lair becomes the new kingdom of the Decapitator, long-lost monarch of the Mandrakes. His shadow army combines its strength with the hordes of the Haemonculi covens and the Demonic incursion begins to lose momentum in the face of this adversary. Vect, who’s retreated to consolidate power in outlying outposts, is facing alot of pressure from his own court over the nature of the invasion. Lady Malys in particular is doing everything she can to undermine his power. Vect is sparing no expense to try and find Yvraine, who started all this madness in the first place, in order to claim back his authority. Rakarth on the other hand is simultaneously horrified and intrigued by the prospect of Ynnead. A duel edged sword of immortality that can also mean inescapable death...
Back aboard Iyanden, preparations to depart for Klasius are in full swing. Entire ghost halls are brought to full wake as the dead Eldar souls rejoice at the chance to change the future of their race. These newly Reborn Wraiths show far more awareness and responsiveness to the world around them, as if the awakening power of Ynnead is giving them new powers. Some of the Iyandeni are concerned that the craftworld’s defences will be crippled with the majority of its forces leaving, but the Wraiths won’t listen. They want to fight for Yvraine and Ynnead. They are Reborn. They set out into the Webway for the long journey to Klasius, in the Cadian System.
The Webway is a dangerous place in of itself, not to mention the forces that lurk inside it. Ahriman Ahzek has heard of this new awakening of Ynnead, a god that can reverse the effects of life and death. This is of great interest to Ahriman, and his millennia long search for a way to reverse the effects of his Rubric. The presence of Baleful Eyes go unnoticed as they watch the Ynnari host venture through the Webway...
Ahirman springs his ambush. Scarab Occult terminators rip combi-bolter, rotary cannon and hellfyre rockets into the Ynnari from crystal bridge, while return fire bounces harmlessly off their armour. Wraiths charges in, devastating the ranks of Terminators before the bridge collapse and sends them all tumbling into the void. On another flank, Pink Horrors and Lords of Change are dousing the Ynnari forces with mutagenic fire. Where ever the flames touch, insanity is left behind. Howling Banshees suddenly de-age, left as infants looking at their swords in fascination. Swooping Hawks transform into a scintillating rain of scaled serpents. Dire Avengers find their shuriken projectiles reversing course back into them as a swarm of starving piranhas. The Horrors are laughing with unchecked glee. But then the Phoenix Lords arrive, led not by Asurmen but by Jain Zar. She has taken Ynnead into herself, and been Reborn. Jain Zar, Baharroth, Fuegan, Asurmen, Maugan Ra and Karandras sweep through the Tzeentch Demons, completely outclassing them and send them packing.
In another part of the battle, the sorcerers of the Thousand Sons are laying waste to the Eldar and its only the presence of Eldrad that holds them in check. Kysaduras meets his end at the psychic power of Ahriman, turned into a crude wooden statue stuck eternally in a cry of anguish. The Harlequins manage to push into Ahriman’s forces, but Ahriman points his staff and turns them into dust. Yvraine, the Visarch and the Yncarne rush in, but Ahriman lifts his hands and suddenly the Eldar Triumvirate find themselves adrift - on the outside of the webway! Yvraine can feel eyes on her back and knows that if she turns she will meet the gaze of the Changer of Ways and learn the meaning of madness. The Visarch and the Yncarne are desperately trying to cut through the wall of the webway, to no avail. Yvraine looks down through the wall of the webway instead and sees Ahriman. A sudden flash of insight strikes her and she shouts out, “Ahriman! I have the power you seek! I can restore your brothers!”.
“Why should I believe you?” he replies. Yvraine reaches out with her power, and focuses on the Rubric Marines that accompany Ahriman and ‘reverses the cycle of their existence’. The marines of the XVth Legion suddenly stagger backwards, before rallying around Ahriman with the discipline of the Legiones Astartes. “Ahzek, is that you brother?” they call out, “What in the name of Magnus is going on? Why are we fighting Eldar?” Ahriman is stunned, shaking uncontrollably with emotion. He reaches out and pulls the Eldar Triumvirate back into the Webway. “Now!” Yvraine signals to her companions, as a Wraithknight smashes a hole in the webway and the Yncarne sucks all the newly resurrected Legionaries out into the void. Ahriman screams in denial, chasing off after them on his disc. “The Whispering God gives new life,” Yvraine says watching the Thousand Son forces get overrun, “Just as he takes life away”.
The Thousand Sons are mopped up, but fighting has taken a heavy toll on the Ynnari. Fully a half of their force has been lost, but the Eldar that died have their spirit stones secured. They will live on amongst the surviving Ynnari. The Yncarne and the Phoenix Lords have disappeared though, no sign of them save for a tunnel packed full of discorporating demons. The Ynnari press on, guided by the Harlequins following the laughter of Cegorach. The Laughing God had been impressed by Yvraine’s gambit against Ahriman, and was lending his aide. He’s taken up by the idea of a brother awakening. Khaine is a bit of a bore after all. Some of the Ynnari even begin talking of a small pantheon again – Khaine, Ynnead and Cegorach. Some even muse on an equivalent female trinity – perhaps Iyanna Arienal as the maiden, Yvraine as the mother and Lady Hesperax as the crone? Hmmm...
The reach their destination, the portal gate to Klasius, where a contingent of Imperial unknowingly approach their destiny. Meeting the Ynarri there first though are a contingent of Wyches from the Cult of Strife. Lelith Hesperax has heard from her Harlequin contacts of the Ynnari’s quest, and she’s sent help. If her Wyches report back that the Ynarri are the real deal, then Lelith too will join the ranks of the Reborn. Yvraine is pretty sure Lelith’s motives mainly selfish – immortality and all that – but welcomes them with open arms anyway. Yvraine opens the portal to the ice moon, and they step through... right into the last stand of Saint Celestine, Belisarius Cawl, Inquistor Greyfax and their allies against the dread Black Legion. The surprise arrival of the Ynnari is too much for Abaddon and he’s forced to retreat. The Imperial and the Eldar retreat to safety as well, and a tense stand-off occurs. The Imperials are nervously fingering their weapons as Celestine walks forward. Autarch Melinel of Biel-Tan steps forward as well. Greyfax’s hand goes for her power sword, the Visarch mirroring her and suddenly boltguns and arc rifles and shurikens are drawn and pointed. Melinel knows the humans distrust the Farseers as manipulators and liars, and they view the Dark Eldar as evil incarnate. But perhaps they’ll listen to a Warrior like himself. He entreats them to listen to his words, and bows before Celestine. A moment passes before Celestine strides forward, very deliberately sheathing the Ardent Blade. The air is still tense, but guns are lowered slightly as Greyfax steps forward into the negotiations. The Black Templars look amongst each other, almost daring another to be the first to step forward into action. But the parley holds.
The Eldar offer an alliance against the Ruinous Powers. Celestine has an idea of where they need to go, and how important it is that they deliver the cargo that Cawl is carrying. The Eldar are the only ones that can get them there, through the Webway. Greyfax is less trusting – they are still lying, manipulative Eldar after all! – but even she agrees that they can always kill them later if necessary, after the mission is completed. Marshal Almaric eventually gets onboard, though he’s still vigilant for the slightest sign of trickery from the Eldar, and orders his Battle Brothers to stand down. History is made as the Eldar and Humans come ‘as close to an understanding as their races had ever attained’. So the two forces – Imperial and Eldar – join as one, and begin the next stage of the journey.
Their Destination? The Realm of Ultramar. Macragge.
Craftworld Eldar Wh FaQ Warhammer 40000 фэндомы
818.M35 THE GHOUL STAR SUPERNOVA.
Но нет описания что там в это время случилось... кодексы арлекинов и тэ также не помогают разобраться что там было, да и 6 и 4 кодекс эльдар тоже. Может я что то пропустил и ответ всё же где то рядом? Что случилось в тот год?
новая редакция изменения много букв гв - такое гв 7th edition Warhammer 40000 фэндомы
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.)