Warhammer 40k, 8th edition rumours!

http://natfka.blogspot.co.uk/2017/05/new-insights-and-rules-for-8th-edition.html?m=1

Saltometer: 5/5. Anonymous source, less than reputable rumourseer and from a rulebook that is supposed to only be 12 pages long its a lot of content...

Overview: Well, lots of rules. Lets just port over:
- Assault 2d6”, multiple units
- Split fire: any unit can target as many targets as they want
- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
- Dodges, camos, etc are now to hit modifiers
- Characters cannot join units
- Characters can only be targeted if nearest target or within 12”
- Larger models are seldom characters, Gulliman is not for example
- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
- There are no mishaps anymore
- Overwatch shooting against deep striking units within 9” at -1 BS
- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
- There are spells that replenish or add wounds to demon squads
- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
- Assaulting units get +1 attack
- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
- No challenges
- Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
- There are some models like Ghazghkull that have their own abilities that are triggered by command points
- perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases 
- Player can spend command points to choose who goes first instead of rolling, whoever spends more
- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
- Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
- There are no warzone rules in the core rules
- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want.



Thats a lot.... Ok, lets dive in:


Tactica:

- Assault 2d6”, multiple units. Ok, this one makes sense as it is how it is right now. I honestly can't see this going anywhere so I'm just going to go ahead and say is true and not much else needs to be said about it. 
- Split fire: any unit can target as many targets as they want. Straight off the bat this sounds a bit iffy to me. Its not a rule that has existed without the specific wording of split fire before. Heck, not even in AoS as far as i'm aware. Whilst tactically its great, if you have a squad of bolters and a plasma gun and want to shoot that plasma gun at the nearest terminator unit thats awesome, but it does seem very unlikely. As for future use, We can see a lot of mixed weapon squads again. Carrying on from yesterdays talk on heavy weapons only being -1 etc, the age old combo of flamer and missile launcher just keeps getting better, especially now that missile launcher can shoot a tank whilst the squad guns down infantry. As much as this could be a good idea, I don't see it happening.
- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction. Well we have already seen this rule in the new psychic powers, though its unusual that it would cross over to weapons. I can kind of see it working with flamers, as they are usually either defensive or flush out weapons, but not with others, especially as you have overwatch to play around with. I feel this rule would make assault based armies a bit too powerful. Yes, it means the assault unit is getting all the shots in its face, but with how good assaults are, that assault unit doesnt have to have that many guys survive to do a lot of damage, all the while your raged equipment is safely at the back immune so some fire simply because your "too close". Again, can't see this happening on anything more than 1-2 weapons.
- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one. Again, this makes sense. However with the introduction of mortal wounds, itl be interesting to see how useful it really is. I can see with the changes to termies (2 wounds), storm shield termies being a very common thing once again, as they shrug off light to medium fire with ease.
- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis.
So.... invuns are like fnp? This would be rather major, against small arms fire a terminator would just walk through it with an essential 2+ re rolling 3+ armour save. Ouch. Again, makes high invun melee beasts utterly insane and termies very difficult to put down. Whilst its very different to current rules, I feel this one would be a good addition. If this stacks with feel no pain aswell, youd be stacking 3x types of save at once. A good example would be if the clan raukan stuff stays the same. Your cataphractii lord with the chains of the gorgon. A 2+, if he fails that a 3+ invun, followed by a 3+ feel no pain at the end. Its unrealistically impossible to damage bar mortal wounds, and relegating a model to only be wounded my mortal wounds is something only a primarch should be. So again, can't see this being true.
- Dodges, camos, etc are now to hit modifiers. Hello assassins.... that eversor will be mighty fine. Again, this just feels like second, which is an overarching feel of this edition, and so we'd be inclined to believe this one may well be true. Might mean we see more pathfinders and scout snipers out there if this is the case! I can't see this as being groundbreaking, but I can see it being a good buff to snipers as they already are, including with the bonus to their saves from cover. It also means that despite the slight nerf to them that heavy weapons can break through their cover, they have something extra to fall back on by decreasing the likelihood they are hit all together. 
- Characters cannot join units.
- Characters can only be targeted if nearest target or within 12”. Thought id put these two together as they go hand in hand. Immediately, not a fan of this. Characters hiding and leading units in 40k has been an integral part of the game since the get go, and to see it go will cause a lot of issues, especially as a lot of characters boost stats or abilities of units there in, especially psykers. HOWEVER, not being able to be targeted unless they are really close or nearest target DOES mean shooty characters are now amongst the best things you can take in game. Take a Vindicare with these rules and the dodge rule above and youl never see it die. In the same vein, this is a horrific nerf to combat characters. They WANT to be within 12" of there target to charge, and if you are indeed starting 18" away its not going to be hard to get in range to snipe this character now. Even if in your turn you move up to be just over 12" away so next turn you can get a move and good charge, your enemy needs to only move once to be able to snipe you, taking the tactical nature of characters out the game and setting them up to be expensive victory points to your opponent. Unless your guy has a jump pack, this is a horrible rule, and we here very much hope and believe its simply not true. 
- Larger models are seldom characters, Gulliman is not for example. Ok, I would do a whole speech on why this is bad, except further down you will see why this is redundant anyway. Again, weird thing to do, don't see it happening.
- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance.
- There are no mishaps anymore.
- Overwatch shooting against deep striking units within 9” at -1 BS. Ok.... this seems like a total overhaul of the deep strike rules. A deep strike mechanic seems like unnecessary extra rules to an already fast ruleset, making this seem even less likely. However, it is also more forgiving. Ok, your opponent can move it, but itl likely be a short distance, with no mishaps and he cant drop you into combat... This means deep striking is far safer than it used to be. All units being able to do a reduced Coteaz is kind of neat, but im some thematic moments doesn't feel right. Teleportation is a blinding crack and diffusion of energy, yes your opponent knows youve arrived but not before you've shot them. In regards to how itl affect us all, I think with deep strike being this forgiving, and with the new reserve rules, we will see it a lot more often. 
- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead.
- There are spells that replenish or add wounds to demon squads. Ok. so this is a nerf bat to the face for some armies. However, its a welcome one. Anyone who has faced a tzeentch daemon army since the blue horror change will agree with us here that it is woefully broken. Spells that replenish the ranks seems a much better mechanic, and we can see this actually being a truthful part of all these rumours. It means for us players, that daemon players will need to actually play tactfully rather than auto win because mummy or daddy gave you enough money to buy an army you can spam the buggery out of to win with. 
- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon.
- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule. Even more reasons to love the dread in this edition. Whilst you can move out of combat your still penalized which is good, and keeps a reason for taking one. Vehicles being able to attack is interesting, but the fact this rumourseer uses the word "ap" rather than rend, really puts this into doubt. Honestly can't see it, not sure why vehicles would even get an attack bar the vehicle upgrades that give them. Though heres to hoping dark eldar vehicles spikes do something more now.
- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades. Again, from earlier posting, I can see fortifications being a huge thing. I can see this rule being true, and further reinforces the points made earlier about imperial fists becoming very hard to shift. Heck, even tau now will be able to at least survive combat in a tidewall. Expect almost all shooting armies to take fortifications if this is true.
- Assaulting units get +1 attack. And? Move along.
- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course.
Ranges are measured on the ground level from base or model to base or model, whichever is nearer. Ah, did anyone say modeling for advantage? The way it sounds, is that vertical movement is no longer a penalty, which we must admit sounds very stupid. Jump packs etc seem to move the same as ever, but this does mean that in cityfight games, your models will be able to move through a bit quicker. Not really groundbreaking as there isnt often lots of multi tiered terrain, but as far as streamlining goes its not too bad an idea. 
- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase. Maybe wishlisting, maybe not. But a rule that many gamers have been after for a long time. Not that transports have ever been bad, but this is a huge welcome boone. Hopefully, vehicles that originally had assault vehicle will be compensated in some way however. I can see the return of wave serpent banshee spam,  and its glorious. I cant see many competitive armies that arent static gunlines not using vehicles now.
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors. Nuh-uh, this does not float. The vehicle that is completely open only allows 5 people to fire from it? This would single handedly kill off dark eldar players and splinter racks equipment in one fell swoop. Because of that, I can't see it happening. This will cause the mother of all rage from a lot of players, namely orks and dark eldar. Especially as ork burna boys in a trukk will get the nerf bat too. Very much doubt this will happen, and hugely hope it does not.
- No challenges. Aka why character rule is gone. Its a shame, i liked challenges. But many of us played 4th ed and back where it wasnt a mechanic, so its not really too much of an issue it must  be said. But a fair few characters rely on challenges to get bonus rules or victory points, so its going to take a major overhaul of their rules for this to work.
- Wound allocation by owning player, any model in squad, but wounded ones first
- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6). Again, no real change here. With challenges out the way hidden power fists do work, though interesting they keep precision strikes. I doubt itl change the way people play, hidden power fists have always been a thing and this just makes them more viable. This edition really does seem geared towards assault...
- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason. Ok, so can't do a total analysis of this one as we are ot sure what t- and sv- and "adapting" is. But combined units using one toughness is just the same really as todays majority toughness. The save thing is interesting, and whilst templar players will be whooping with joy, I can see it simply being a bit of a typo. We think a majority armour save rule will be more likely introduced, stopping the whole "indestructible unit because i shoved a rock hard character at the front" shenanigans. 
- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy.
- There are some models like Ghazghkull that have their own abilities that are triggered by command points.
- Player can spend command points to choose who goes first instead of rolling, whoever spends more. This is suitably major, and something we will likely come back to cover properly at a later date. Command points seem mental, but a good idea. Its slightly reminiscent of finest hours in apoc, or influence in wild west exodus. It essentially gives you legal "cheating". Until we know the full rules for this, its almost impossible to tell the impact on the game, but we reckon itl be a VERY potent rule.
- perils of the warp: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases. So a slightly friendlier warp chart, no more insta glib. Good news for psykers after yesterdays update! Again, just reinforces the idea of multiple units of low level psykers. Very nice indeed!
- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal. So, pretty much same game turns, but a larger deployment zone that REALLY favors assault units. Even if an enemy deploys right back at the furthest part of the board, they still gained 6" of deployment towards you with this, a whole movement phases worth. Again, this really feels the edition of combat, and Its going to be a much bloodier one! Fortifications seem key here to defend yourself when enemies are starting this close...
- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest. Now this we like. All units essentially act like drop pods. Rather than it being random, you carefully plan your deep strikes. This is a nice balance to the fact you can be overwatched now as you arrive. It adds a great tactical element to the game, and I can see Daemons returning to the staggered deep strike deployment, making the game a far more interesting game. We can see this, combined with no mishaps and lesser issues if you get moved by your opponent, to mean that more players will use deep strike. 
- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
- Flyers are affected by heavy weapon rules, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts. Makes sense a supersonic fighter jet is harder to hit than a transport coming down. Can very much see this happening. Flyers getting shorter range but assault weapons is pretty cool we must admit, circumventing the heavy weapon rules. HOWEVER, a brief moment here to point out specifically that flyers are getting something to counter this, meaning that other tanks wont... interesting. I can see this being a reason that (although in some cases now easier to hit) flyers will be more prevalent. Reliable anti tank and harder to one shot is very good news for us who like our flyers.
- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things. Ok.... so this looks like difficult and dangerous terrain is out? Could be interesting, but once again without each piece of terrains rules its very hard to gauge the impact this will have on games. 
- There are no warzone rules in the core rules. With the main rules being free, it makes sense that the competitive rules rulebook will cost. Oh well.
- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain. So... 2nd edition and Shadow Wars anyone? Its a good system, works well, and once again means fortifications are going to be a HUGE thing in 8th edition.
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want. Hmm this is going to cause some upset. Forcing players to rebase whole armies... However the nuances as to the benefits and penalties to base size changes are for another day. Personally, not sure I want to rebase my entire marines army....


So, there you have it! A lot to take into account. We don't believe this to be true, it seems a miss match of Shadow Wars and Age of Sigmar, wishlisted together. But only time will tell!


O, D and W.

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