It looks like with the impending release of Warhammer 40,000 6th Edition, the rumors are flowing like rushing water… Hold on tight, there’s a lot here:

via Warseer’s Darnok and Whitehat

First Whitehat:

-Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6

-Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.

-Vehicles go the same distance in the movement phase (I believe 6″ and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire…

-Vehicles cannot contest (unsure if scoring units in transports can

-6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)

-Troops are the only ones that can score (including of course ‘scoring units’)

-5+ Cover save for most things (ruins are 4+).

-Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)

-Percentages are *not* in

-Wound Allocation is closest to furthest.

-Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don’t replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I’m guessing this is to offset the Wound Allocation rules

-Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)

-Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.

-Jump Infantry get a free strike at I10 when they charge into combat

-Psychic Power Decks using a dice system similar to Fantasy.

-Flyers are in.

-FNP drops to 5+ Save.