It's been rumbling for weeks now, and today with the release of White Dwarf #16, Warhammer 40,000 7th Edition is here!
There's a lot packed into this issue of White Dwarf, the vast majority is WH40k related as you would expect with a collection of nicely painted scenes very much weighted towards Space Marines - as it seems is the new 7th edition set!
This issue does have, in my opinion, the best cover to date and (if you can judge a book by it's cover) then this is an example of it.
So strap yourself in and lets have a look inside at the future of WH40k and what White Dwarf #16 brings...
~ WARNING -
I am not a photographer, so expect dodgy pictures below
There are some nice things about the issue that probably should be highlighted without the big news of the week.
Of course the first part of the issue is concentrated on the actual product release - the Warhammer 40,000 7th Edition release.
Unlike previous incarnations they have broken the Edition up into 3 parts; The Rules (pretty self explanitory) , Dark Millennium which is the background and Galaxy at War which concentrates on the art/ hobby side of it!
Splitting it into 3 books is actually pretty smart - I mean you don't have to be lugging the Encycolpedia Britannica around with you to every game, and also the possibility of adding new rules into this current format means you just chuck the old book and slot the 8th Edition in when that comes out... Come on - you know they're thinking about it!
The Munitroum Edition is a beast and apparently pre-orders are selling out pretty quickly in stores.
This is everything you would need to just start playing, Psychic Cards and Tactical Objectives included!
The price however stings: $360 AUD.
I'm not sure White Dwarf have done themselves too many favours here as the website has better and more instructive pictures of the contents. Odd considering the purpose of the issue.
EDIT - THE MUNITORUM EDITION HAS NOW SOLD OUT
We also get to see the Visions of the Dark Millennium art book - both new and old art capturing the world of 40k. There's also the Psychic Powers and Tactical Objectives showcased.
We'll look at that in a minute, but it's interesting to see the pictures they picked here - they are of forces that wouldn't normally happen - for example the force of just Imperial Fist Dreadnoughts or the Dark Eldar air support wing. Also note the mix of Forge World and GW models...
Apparently the whole Time of Ending has been overhauled, so expect this to come home to roost some time soon!
Plus, if you like the look of the Tyranid force in the Unbound Army section, there's a little bit on the restricted palette they used to make them - pretty impressive!
+ + Warhammer 40,000 7th Edition Revealed + +
+ In Maelstrom of War missions, the parameters can change from one turn to another.
The idea is to simulate High Command changing the orders as the battle goes on.
By gaining points at the end of each turn you have a fighting chance all the way until the end of the game.
+ Unit Coherency has been increased to 6" when measured vertically
+ Split Fire no longer requires a Leadership test
+ Super-Heavy Vehicles, Gargantuan Creatures and Destroyer weapons are now in the rule book
+ Specific scenery sets you can buy from GW now have their own data sheets.
+ Wound Allocation has changed - now when a squad or vehicle shoots, you fire, roll a hit, wound and resolve wounds with one class of weapons in the unit at a time.
+ Casualties are always models closest to the firers.
+ You can choose which weapons in your squad fire first
+ Vehicle survivability has been rejigged too; a Penetrating Hit now requires a score of 7 on the Vehicle Damage table to destroy the vehicle. You can still destroy a vehicle by whittling it down or destroying it in one foul swoop with a dedicated anti-tank weapon.
The difference is that a speculative shot isn't likely to get the job done in a single shot. This makes the +1 or +2 bonus on the vehicle Damage table for certain weapons invaluable.
+ Difficult Terrain is now a -2" on the charge distance.
+ Almost all units can claim objectives - including Land Raiders.
+ One of the advantages of a Battle-Forged army is that your troops always trump an opponent's scoring units enabling you to capture objectives even with enemy units nearby.
+ There is now a Battle Focus rule for Psykers which can increase the amount of psychic powers you have at the start of the game.
+ If you choose all your powers from the same discipline, for example, the you get the Primaris Power in addition - which gives every Psyker at least two to use.
+ Battle-Forged armies can re-roll your Warlord Trait and the Objective Secured special rule.
+ Unbound armies can have units that are not allied in the same force! This could be horrible...
What do you think?
Is this a good thing or open to Power Gamers to abuse?
Love to hear your thoughts!!