The following was taken from the Warhammer Community site.
Today is a big one guys – we’re talking about how profiles are going to work in the new edition.
The profiles for the current version of the game have been a part of Warhammer 40,000 for over a decade now, and for the most part they worked pretty well, though there were always a few anomalies or things that didn’t work quite as you’d expect.
In the new edition, the rules team were keen to have the profile work harder – to better distinguish between the different units so that, for example, Eldar will run faster than Guardsmen, and Hormagaunts run faster than both.
One big change is vehicles. These now use the same profile system as everyone else. As you’ll see though, their stat lines are much above what you might expect from a standard infantry trooper. Wounds, for example, are not capped at 10, so don’t be surprised if you see larger vehicles like Land Raiders and Imperial Knights with dozens of wounds.
This means that there is no differentiation between monsters and vehicles, so you now have a standard system to compare between, for example, a Carnifex vs a Dreadnought. Speaking of Carnifexes, large monsters like them also have a lot more wounds now. There are also no Super Heavy Vehicle rules, as such. With the stats going above 10, the system is now an increasing scale, which means models that previously fell just shy of super-heavy status, the Gorkanaut for example, can now punch at the appropriate weight, and become much more survivable.
So, without further ado – let’s look at some stats!
Here, we have 4 examples from the most iconic Warhammer 40,000 army – the Space Marines.
You’ll see that the stats are still recognisably Warhammer 40,000, but with just a few changes. We’ve gained a Movement stat in exchange for a Initiative stat. With charging units now striking first, movement and co-ordination of your assault army becomes a big factor. You can also see that WS and BS are now standard rolls (Ballistic Skill sort of always was), though you can expect modifiers to both of these stats from in-game effects.
Strength and Toughness are still with us, and still use an opposing value principle (so much higher Strength will still wound on 2+, low Strength will wound on a 6+), and these aren’t capped at 10 any more either. Wounds is a big one. Expect a lot of models to get more of these. As you can see here, the Terminator has twice what he has now, and Guilliman has more too.
Don’t worry though – stuff still dies quickly, with powerful weapons dishing out multiple damage with each hit – but you will, as always, need to shoot the right gun at the right target to get the best effects.
So there you have it guys.
Lots of new stuff in there.
Take a day to digest all that, and we’ll be back tomorrow with some info on the weapon stat lines you’ll be using in the new edition.
Exciting stuff! What do you all think? -Reecius
well…. marines with only 1 wound and weapons with rend,,, rip space marine (as happened in 2nd edition)
I think you may be overacting a bit. I sincerely doubt Marines are going anywhere, they will most likely simply play differently. And, without knowing what the rend characteristics for weapons are, it is impossible to say what the impact on them will be. It is entirely possible that some weapons may be better vs. them while some that used to bypass their armor entirely may not, now giving them a relative boost in defense.
Again, we will just have to wait and see what comes but I wouldn’t jump to conclusions so fast.
To me though, what is awesome is that extra wound on Terminators! That is exciting.
Hey Reece, you know GW name dropped you as a playtester right? Looks a bit funny when you’re going to “speculate” after that. 😛
I am curious how they’ve planned to balance units who used speed as their only defence (Genestealers, Wyches, Daemonettes comes to mind) when Initiative is no longer a thing. So many questions.
Keep in mind they’ve mentioned things like hit modifiers on some close combat units. Things like Wyches might make it harder for the enemy to hit them to compensate for losing initiative. Or maybe they’ll get a supplementary save in close combat (like they do now).
Yeah I see a lot of ways to fix that, everything from points adjustments to bringing back the Always Strikes First rule etc. But I’m still curious what route they chose. Initiative is such a simple and clean way I think, instead of adding special cases. Will be interesting to see what they’ve come up with considering alternative activation is also apparently a thing.
Yes I know they did, but we still cannot disclose any specific information, yet. So for now, it is all speculation =)
Of course not, totally understandable. 🙂
Just found it funny how you phrased it!
I’m glad they did drop that bit however, it does make it a lot easier to digest some radical changes knowing their new approach to community feedback and play testing. After the live Q&A they did yesterday I’m really pleased with how they seem to handle feedback now days, which makes me more curious about the changes than anything.
Yeah, it is pretty cool to see the new GW in action.
And standard bolter can now potentially wound everything in the game. Theres a trade off.
Yeah, exactly. There’s way too much information missing to draw any conclusions, yet.
When the first bits of 3rd Ed leaked, people immediately flipped out because they saw that the Leman Russ’s front AV dropped from like 26 to 14. It turned out that the entire Vehicle Damage system had been overhauled, and 14 was actually very good under the new system. Wait until you see the whole thing before you make any judgements.
Exactly.
Totally depends on how often a weapon will reduce armor saves and how cover works. For example, if a STR 7 weapon reduces armor saves by 1, and cover is allowed to be rolled in addition to armor, you could end up with an even more durable marine than now.
I’m also a bit curious that space marine armor or termi armor don’t have special abilities (armor can’t be reduced beyond 5+, or a 6+ invul.) Then again, maybe they do and aren’t listed…
Really like it for the most part! Curious how combat will work out once the charges have finished, though I assume we’ll know more later.
Can’t wait to see some of my Necron profiles. I worry that all the foot dudes will only be like 4″, which would stink, but still excited!
I also wonder how the “mindless robots” leadership will change for 8th!
Buddy of mine is foaming at the mouth for answers. Haha.
Just have to be patient for the time being, but it is all very exciting, I agree =)
I’m guessing we’ll still be really high, if not all 10 again then still higher than average. Necrons’ whole schtick is that we’re hard to shift in every conceivable way!
Yeah, Necrons are indeed tough bastards!
I suspect it will be alternate activation for CC like with AoS. Which I like, but is funny because I play nurgle (who has like initiative 2 or 3). So that style of play as I have found with AoS really helps slow units (like orks) out for combat. Now how will blind test works I wonder? What will the trade off be for units like daemonettes who are fast in combat?
Pete Foley confirmed on twitter that it’ll be alternating activations!
That’ll be interesting, but a little annoying for my battle reports having to leap all over the place!
My biggest concern with new 40k is trying to find the time to play both it and AoS without neglecting my wife and job…
Hahaha, true!
Well, if new 40k ends up being easier to learn, just teach the wife.
Then sell your house to afford the addiction.
Lol
As long as they “Make Dreadnoughts great again!”, I’ll be happy with everything else.
I have 15 helbrutes ready to go for this.
The fact that vehicles can’t just randomly get Exploded or Immobilized already makes Dreads 1000x better imo.
I agree. I’m sure there will be weapons that do multiple wounds, but even a weapon doing d6 wounds would need three rolls on average against a dread… (and d6 may be very rare).
Bottom line- dreadnoughts are awesome, and fielding one without feeling you are giving your opponent a serious advantage makes me smile!
Well, what we see in that stat line up there looks pretty cool to me! I have been of the opinion that vehicles should have a stat line like MC’s since 4th ed just to simplify things.
These profiles give me a little assurance on the “everything can hurt everything” front. Even a dreadnought has 8 wounds (meaning proper tanks will likely have many more). I’m sure things will work out slightly differently once you account for save modifiers, but it would take 27 boltgun shots to get one wound on a dread assuming 3+ save and 6+ to wound. That seems appropriately difficult while allowing them to *possibly* do something rather than being just useless.
Good points! We all just need to be patient and wait for more information before drawing any conclusions.
First, I can’t believe how much information we are getting so quickly. Bonkers.
Second, I like the new stat line, i’m just surprised we are keeping as much of the old one as we are. But it makes sense, so I’m happy about that. Putting everything on the same line is a long time coming.
Seeing Marines staying at 6′ movement is interesting, I’m guessing Guardsmen and Orkz will go to 5′ instead of 4′.
To anyone thinking Marines are done cause they are 1 wound, consider they will still get a saving throw when many many other models wont with AP shifting to a -rend system. I’m willing to bet -3 rend will only be the heaviest of weapons, while normal small arms fire will be -1 on average. Getting a 4+ instead of a 5+ or even nothing(Nids and Orkz) means greatly more. And things are SUPPOSED to die faster so the game can move along better.
Super excited, love the new GW attitude. Can’t wait to see more.
In AoS’s rend system, Rend 0 is the most common by far, and basic troops having Rend -1 is pretty rare, it’s generally only for elite units. -2 and -3 are only on Artillery and the biggest, baddest dudes.
I imagine it’ll be much of the same in 40k. 3+ will be extremely potent armor to have.
Just hoping Grav is completely different…
Yeah, in AoS most weapons are rend 0. Rend -1 is pretty bad ass in that game, actually.
I’m trying really hard not to theory out what Grav is going to be.
I would think it’d be a while till we see what weapon profiles are, but i also didn’t expect to see stat lines 2 days after confirmation. lmao
They said tomorrow’s news will be about weapon profiles, but it’ll probably just be Bolters, Plasma, Flamers, and maybe like Lasguns or Lascannons. Generic weaponry.
Given that they seem to be pushing the idea that weapons should have defined roles, maybe Grav will get bonuses against things with the Vehicle or Monster keyword. It’d be an elegant way to make it the “anti-big stuff” gun it’s conceptually supposed to be.
Two wound Terminators! Hooray! How long have we been asking for that?
I’m glad that it looks as though they stuck with 6″ as the “standard” move. Would have hated for it to go back to 4″ as it was in 2nd edition.
Also, you finally get to hit on a 2+ in close combat by the looks of it. The standardised ‘to hit’ rolls look interesting, but I’m glad they stuck with S and T values.
Can’t wait to see what else they release in the coming days.
Finally somebody noticed that, lol! How awesome is that?!
I will never have to explain subtracting BS from 7 to a new player again! Love it. Some models getting a 2+ to hit in close combat? Yes, please.
It was quite an odd solution to handle the rare situation where someone was BS6-10 meaning they got re-rolls. I can’t believe how long it took them to just put it as a flat value…
It had a very early 80’s way of handling things. It’s much easier to say that Cypher has a 2+ and can re-roll misses.
Here’s hoping my crisis suits jump up in movement and wounds
This is what I’m really wondering about too. I’m slightly worried as drones don’t seem to have an additional jump profile in Shadowwar.
I’m crazy looking forward to the new edition but I am worried GW will take it as an opportunity to nerf the lesser races and make space marines all powerful once again.
Necrons should still be impossible to shift
Tau should still have overwhelming fire power
Orcs should still be coming en mass
Nids..Well Nids should be viable again
I just don’t want to see the game simplified at the cost of army identity.
They may be new GW but no one can change completely.
Omg Gorganaghts may be playable
I’m hoping the fact that Girlyman has a 2+ WS in the photo means close combat gets a bit messier in the new edition.
Right now combat is highly unsatisfying unless you have Hatred and an AP2 power weapon. Nothing worse than getting 2-3 attacks per model, hitting on 3s or 4s, having to wound, and then the opponent gets their armor save so you don’t do anything. I can’t count the number of times my Flesh Hounds charged into Necron Warriors or Tactical marines and didn’t cause a single wound on the charge. Combats that last the entire game are not fun…
Hey guys , I’m a big fan of what Fronline has done for,the hobby. If they were given a lot of input I think we are all in for a pleasant surprise.
Thanks for the vote of confidence!
This is great news. Really excited to se dreadnaughts now playing at the same level as monsters. And I CANT WAIT to see the number of wounds a Warlord Titan has got!
So pumped. I loved 2nd, I’ve had fun with 1page40k.. 7th was a mess. ITC did good stuff with it, but the bloat was unbearable. I welcome the reset and what we’ve seen already borrows from both of those above rule sets.
Do we know how unit activation order goes yet?
I am THRILLED about this! Wow! Soooo awesome!!!
I’m glad that Init is going, but less happy/puzzled WS is going to a fixed system. Init disappearing was fine as long as differential WS had more of an impact. Right now (and admittedly, without knowing more) I fear that frail CC units who depended on high Init to survive are going to be in for some hurtin’, what with chargers always striking first…
I’m also sad vehicles aren’t going to get different T or AS values dependant on facing. This will speed up play, admittedly, but at a pretty high cost in tactical depth, imo. Sad.