Just a heads up guys, these are not the 'real' rules for the 6th edition of Warhammer 40k. This is is the 'leaked' version of the 40K 6th Ed rulebook back from. Warhammer 40k Dark Imperium 8th Edition Core Rules Rulebook FREE SHIPPING WH40K Warhammer 40k Rulebook 6th Edition Hardcover Used. Warhammer Rulebook [6th edition] on Warhammer 40K: Rulebook 6th Edition HC Games Workshop There is no time for peace.


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Warhammer 40, - Wikipedia

Fleet - no longer allows you to run 6th edition 40k rulebook assault, it now allows you to re-roll your rolls to run and charge. Force weapon - Works the same way, but you expend one warp charge to use it. This means more potent psykers can use their force weapon and cast a power.

Gets Hot - Same as before, except it now effects weapons on Vehicles as well.

Rule Changes in 6th Edition Warhammer 40k: Pre-Game Setup | HobbyLark

Haywire - When shooting vehicles, Armor Penetration rolls are resolved differently: Ignores cover - Self Explanatory. Instant Death - Unsaved wounds 6th edition 40k rulebook this weapon caused instant death regardless of victim's Toughness.

Interceptor - At the end of the enemy movement phase, this gun may be fired at any unit that arrived from reserve, and is within Line of Sight and range, instead of firing during the next turn of the player who owns it.

It will not die - If the 6th edition 40k rulebook has less that its full wounds or hull points, roll a d6.

Missile-Lock - d6 scatter 6th edition 40k rulebook of 2d6. Monster Hunter - A unit containing one or more model with this USR rerolls failed to-wounds against Monstrous creatures and Flying Monstrous creatures.

Move Through Cover - now ignores Dangerous Terrain. Night Vision - Ignores night fighting.

Warhammer 40, - Wikipedia

Poisoned- Same as before, but with new additional benefits: Power of the Machine Spirit- Now a universal rule instead of exclusive to Land Raiders; vehicles not moving flat out can fire 1 additional weapon, and it doesn't have to be at the same target as the other weapons.

Rage - 6th edition 40k rulebook a good thing for some reason.


Shred - Reroll failed To-Wound rolls. Interceptor rule negates this penalty. Slow and Purposeful - No longer counts as in difficult terrain.

Identical to Relentless, but can't Run or Sweeping Advance.

For vehicles, replace "can't run" with "can't Turbo or Flat Out". Also can't fire Overwatch.

Rule Changes in 6th Edition Warhammer 40k: Pre-Game Setup

Smash - All close combat attacks are AP2 except hammer of wrath and can halve attacks to double strength and re-roll armour penetration rolls. Sniper - Now allows to allocate shots that scored a 6 on a To Hit roll.


Split Fire - One model can shoot at a different target than the rest of the squad if it passes a Leadership check first. Shots count as pinning, too. Strikedown - Causes models hit by attacks with this rule to move as if in difficult 6th edition 40k rulebook, and halves Initiative.

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