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Hungry for More? Sixth Edition Rules Round-Up

By Rob Baer | July 3rd, 2012 | Categories: Product Review, Sixth Edition., Warhammer 40k

Mr Wizard was nice enough to type up a little summary of some of the changes to the game from 5th to 6th. 

While this is by no means a comprehensive list or even 100% correct it’s still a very helpful aid to learning and comprehending 6th Edition.

To me reading the book once, is pretty much like skimming a text.  You may remember a thing or two, but overall the majority is going to be lost in the shuffle.

After several reads, I feel like I have a better understanding of the text, and have even been able to run several successful demos utilizing the majority of the new rules.

Overall I feel it comes down to your individual leaning style, and using that to your advantage to comprehend all the new changes. Blaze your own path forward as we all move into the brave new word of Sixth.

Models and Base Sizes:
Language about using the proper base is less strict.

Measuring Distances:
Measure distances at any time.

Zero-Level Characteristics:
If S or T (and obviously W) reduced to zero, the model is removed.

Dice/Randomizing:
New guidance on how to randomize

Basic Vs. Advanced rules:
In short, more specific rule has precedence

The Spirit of the Game: 
Clearly spells out not to follow the rules

Models in the way:
Change to enemy models instead of another model.  Move through own models now?

Moving:
Determine for individual models if they moved or not.  Heavy gunner can stay still and the rest of the squad can move.

The Wound Pool:
Finally gave a name to something we all do

Allocate Wounds:
Closest first if homogenous, allocate and resolve one at a time from closest if heterogenous.  No more multi-wound/different wargear allocation shenanigans.  In non-directional (Terror from the Deep), randomize who gets wounds.

If you have shots with multiple AP values, the shooter pics which group/category to resolve first.

Out of range doesn’t prevent wounds (if were in range at the beginning), but out of sight does.

Instant Death:
Removed the language about war gear boosting T.  Bikes, et al, get the TWolf Mount bonus.

Look Out, Sir:
Put Character wound on another within 6″ on 4+ (ICs on a 2+)

Cover Saves:
Now 25% of the model.  Intervening units are 5+ cover save.

Go to Ground:
You can Snap Shot (BS1) when Gone to Ground, and shoot Overwatch.

Cover Chart:
Forests and area terrain change to 5+

Focus Fire:
Shoot only people in specified cover

Overwatch:
Shoot per Snap Shot rules as soon as charge is declared, before rolling charge distance and before moving chargers.

Charging:
2D6 for charge distance.  3D6 pick 2 lowest for charging through difficult terrain.

Initiative Pile-In:
At models’ I: if not in base to base, move 3″.  You can fight after Initiative Pile-In, right?

Rolling to Hit/Wound:
Each model trying to hit compares his WS against the majority WS of engaged enemy models.  Same for rolling to Wound– majority of enemy toughness.

Close Combat Wounds:
Closest first, just like shooting.  First to models in base to base, attacker picks which goes on which.  Once all those are dead, then allocate to next closest.

Our Weapons Are Useless:
Can flee if can’t hurt enemy; auto-fail Morale test.  Fearless don’t get to do this.

End of Combat Pile-In:
3″ now.

Charging Multiple Units:
Called a Disordered Charge and you don’t get the +1 charge bonus.  If you are engage with multiple units, a model can split attacks.

Falling Back:
Can only Snap Fire while falling back.  No more 6″ enemies to prevent regrouping.  You can normally down to 25% alive.  Under 25% only regroup on Insane Heroism.  If unit has an IC, it can always regroup on normal Ld test.

Special Rules
Acute Senses: re-roll which table edge when Outflanking
ATSKNF: also Immune to Fear (duh)
Fleet: re-roll one or more die when Run or charge (not all dice, can pick just one)
Furious Charge: Only +1 S
Gets Hot!: On a 1 and then another roll of 1-3, vehicle takes glancing hit
Infiltrators: Can not charge first turn
Move Through Cover: auto-pass Dangerous Terrain test, not effect on Charge roll or Impact test
POMS: Can’t use when Flat Out or Smoked
Preferred Enemy: Re-roll hits and wound rolls of 1
Rage: +2 A when charging
Rending: AP2, so gets a damage table bonus on vehicles
Scout: It is worded differently, but I think the same?
Skilled Rider: auto pass Dangerous Terrain tests, +1 Jink save
Slow and Purposeful: Can’t Overwatch
Sniper: to hit of 6 = Precision Shot
Swarms: trade Stealth for ignoring difficult terrain and now can provide intervening unit cover
Tank Hunters: re-roll Armor penetration roll and can choose to re-roll a glance

New Special Rules 
Adamantium Will, Armourbane, Blind, Brotherhood of Psykers/Sorcerers, Bulky, Concussive, Crusade, Daemon, Fear, Fleshbane, Force, Hammer of Wrath, Hatred, Haywire, Interceptor, Ignores Cover, It Will Not Die, Jink, Monster Hunter, Missile Lock, Psychic Pilot, Rampage, Shred, Shrouded, Skyfire, Smash, Soul Blaze, Specialist Weapon, Split Fire, Strafing Run, Strikedown, Supersonic, Torrent, Unwieldy, Vector Dancer, Vector Strike, Zealot.

Bikes: Only take dangerous when charging across Aegis or barricade.  Eldar Jetbikes move 2D6 in the assault phase and can turbo boost 36″.  Get Hammer of Wrath and Jink.

Artillery: Guns now have a profile, always use Gun’s Toughness when shooting at Artillery

Jump and Jet Pack split types.  Beasts and Cavalry also split.

Jump: using Jump Packs to charge lets you re-roll charge distance and gains Hammer of Wrath.  Jump Units are Bulky.

Jet Pack: Get 2D6 Assault Phase move

Beasts: Ignore difficult terrain, even when charging, gain Move Through Cover.

Cavalry: Get Hammer of Wrath.  Ignore difficult terrain, even when charging, but take Dangerous Terrain test.

MC: Fear, Hammer of Wrath, Move Through Cover, Relentless and Smash.

A whole page of new stuff for Flying Monstrous Creatures.

Can fire Heavy Weapons if moved using Snap Shot.  Squad can move, but if model with Heavy didn’t move, he fires with normal BS.

Dual pistols can fire both in shooting.

Rapid Fire:
Can move and shoot 1 at full distance

New Weapon Type: Salvo

Template weapons can fire Overwatch, but not Snap Shots.  If fired in Overwatch, inflicts D3 hits.

Close Combat weapons now have AP.  Lots new variations.

Assault Grenades: 
Can be used in Shooting with 8″ range

Plasma Grenades:
Same as Assault, but better shooting profile and can also be used against Vehicles and MCs in the Assault Phase.

Defensive Grenades:
Get Stealth if within 8″

Krak: 
Can be used for Shooting and in assault as weapon.

Characters:
On a 6 to hit when shooting, you can pick target model.  Can’t with Snap Shot, shots that scatter or don’t roll to hit.

On a 6 to hit in assault, pick target of engaged models.

Challenges and Glorious Intervention– two pages of new rules here.

Psykers:
Get one Warp Charge per Mastery Level each turn.  Use the Warp Charge to use powers.  No saves from Perils.  Must have line of sight to target, if in a vehicle you can only target self, embarked unit or the vehicle.  Anyone can deny the witch on a roll of a 6.  Did Psychic hoods just become 6″ range?

Vehicles:
Everything gets Hull Points.  Seems like the formula is (F+S+R)/10, round down.  Chariot, Flyer, Heavy, Hover are new types of Vehicles.

Instead of not being able to fire weapons when moving, you can Snap Shot them instead.

Moving Flat Out = 6″ in Shooting phase, like Run for vehicles.

Full S if a blast hits any part of vehicle.

Glance = lose a Hull point.  Penetrate = Glance + roll on damage table.  AP2 = +1, AP1 = +2 on table.  Wrecked vehicle is 5+ cover

Vehicles get cover at 25% of facing.  Wargear that makes vehicles obscured give 5+ save.

Vehicles (not walkers) that move are WS1.  Otherwise, WS0 (auto-hit).  Each glance counts as 1W, pen = 2W, then resolve combat normally.

Vehicle Squadrons:
Can individually declare moving Flat Out or normal.  Resolve shooting and assault normally.
If immobilized, can leave model behind.  Isn’t destroyed, instead becomes its own unit.

Units embarked in a transport are Fearless.  Can fire when Cruising Speed, but only Snap Shots.

Vehicle can move 6″ and disembark.  To disembark: select first model, put it in b-2-b with access point and then move it up to 6″.  Repeat for each model disembarking.  It looks like you can not charge, even if the vehicle didn’t move before you disembarked.

Crew Shaken = only Snap Shots by passengers.  Stunned = no shooting by passengers.  Wrecked = 3″ disembark.

Fast Vehicles: can fire 2 weapons at BS when Cruising.  Go Eldar Falcons!
Fast Skimmers: move 18″ Flat Out (30″ total), get Jink special rule
Walkers: auto-pivot to face target in shooting phase unless immobilized
Tank Shock: you can tank shock when you come on from Reserve if you declare before it hits the table.  Can’t Tank Shock and then move Flat Out

Smoke Launchers grant 5+ cover (and can only be used if you don’t “flat out”, i.e used in the shooting phase again)

The building rules are much more comprehensive, in fact there’s no 17!! pages on different terrain types.

The rest of the stuff is wildly different– FOC, Allies, Warlord Traits, Fortifications as part of your army list.  All the missions have night fighting now, but it is a roll.

Feel No Pain works on everything but Instant Death

So that’s it, have at it. What is your favorite new rule? -MBG

About the Author: Rob Baer

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Rob Baer

Job Title: Managing Editor

Founded Spikey Bits in 2009

Socials: Rob Baer on Facebook and @catdaddymbg on X

About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.

Rob also co-founded and currently hosts the Long War Podcast, which has over 350 episodes and focuses on tabletop miniatures gaming, specializing in Warhammer 40k. and spent six years writing for Bell of Lost Souls. 

Every year, along with his co-hosts, he helps host the Long War 40k Doubles Tournament at Adepticon and the Long War 40k Doubles at Las Vegas Open, which attracts over 350 players from around the world.

Rob has won many Warhammer 40k Tournaments over the years, including multiple first-place finishes in Warhammer 40k Grand Tournaments over the years and even winning 1st place at the Adepticon 40k Team Tournament.

With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. As a member of GAMA (Game Manufacturers Association), he advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1980s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.