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Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Jpat1213 wrote:
If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?


As long as you use all the rules for imperial fists (and no rules from say Ultramarines or any other chapter), you can call them whatever you want and they will be imperial fists.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in gb
Waaagh! Ork Warboss






Jpat1213 wrote:
If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?
While that is (I am assuming) the intent, the RaW actually doesn't allow you to do that. If you pick ASTRAL CLAWS as the keyword, and pick the Imperial Fist chapter tactic, your models now have a rule saying IMPERIAL FISTS do things, because GW forgot to give permission to change the Chapter Tactic's keyword for successor chapters.

In any case, picking a custom chapter is never a good idea because you lose out on Special Characters and Traits. Just pick the IMPERIAL FISTS keyword, it doesn't matter how your army is painted.

This message was edited 1 time. Last update was at 2018/06/15 11:17:56


+++++There are currently NINETY TWO (92) documents required to play Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them.
RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability; Taking any Forge World Space Marine Named Characters denies the use of a Chapter Tactic; and Vectored Manoeuvring Thrusters may be used to move within 1" of an enemy unit during the Movement Phase and does not benefit from FLY.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages. 
   
Made in us
Major General





Florence, KY

In the case of ASTRAL CLAWS, there are Forge World special characters you would need the keyword to unlock.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

 Ghaz wrote:
In the case of ASTRAL CLAWS, there are Forge World special characters you would need the keyword to unlock.


I was looking at running astral claws as imperial fist, they have no defined origin I just wasnt sure if running them as imperiel fist gave me access to bolter drill
Ofc I would have Huron and friends


Automatically Appended Next Post:
 BaconCatBug wrote:
Jpat1213 wrote:
If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?
While that is (I am assuming) the intent, the RaW actually doesn't allow you to do that. If you pick ASTRAL CLAWS as the keyword, and pick the Imperial Fist chapter tactic, your models now have a rule saying IMPERIAL FISTS do things, because GW forgot to give permission to change the Chapter Tactic's keyword for successor chapters.

In any case, picking a custom chapter is never a good idea because you lose out on Special Characters and Traits. Just pick the IMPERIAL FISTS keyword, it doesn't matter how your army is painted.


Sweet thanks!

This message was edited 1 time. Last update was at 2018/06/15 18:29:12


 
   
Made in de
Sadistic Inquisitorial Excruciator



Aachen

Jpat1213 wrote:
 Ghaz wrote:
In the case of ASTRAL CLAWS, there are Forge World special characters you would need the keyword to unlock.


I was looking at running astral claws as imperial fist, they have no defined origin I just wasnt sure if running them as imperiel fist gave me access to bolter drill
Ofc I would have Huron and friends


Automatically Appended Next Post:
 BaconCatBug wrote:
Jpat1213 wrote:
If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?
While that is (I am assuming) the intent, the RaW actually doesn't allow you to do that. If you pick ASTRAL CLAWS as the keyword, and pick the Imperial Fist chapter tactic, your models now have a rule saying IMPERIAL FISTS do things, because GW forgot to give permission to change the Chapter Tactic's keyword for successor chapters.

In any case, picking a custom chapter is never a good idea because you lose out on Special Characters and Traits. Just pick the IMPERIAL FISTS keyword, it doesn't matter how your army is painted.


Sweet thanks!


RAW you can't pick IMPERIAL FISTS as your keyword AND bring the FW ASTRAL CLAWS characters, but as long as you're fine without the FW characters it's going to work just fine.

HIWPI: I'd suggest taking the Crimson Fists as an example - they clearly don't use the IF characters, relic and warlord trait (since they have their own), but they don't have their own Chapter Tactic or Stratagem - they're meant to use the IF ones. If you apply that to the Astral Claws, you get to use the AC Characters, the IF trait and stratagem, but relics and warlord traits are limited to the "basic" ones unless FW releases rules for the Astral Claws.
   
Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

nekooni wrote:
Jpat1213 wrote:
 Ghaz wrote:
In the case of ASTRAL CLAWS, there are Forge World special characters you would need the keyword to unlock.


I was looking at running astral claws as imperial fist, they have no defined origin I just wasnt sure if running them as imperiel fist gave me access to bolter drill
Ofc I would have Huron and friends


Automatically Appended Next Post:
 BaconCatBug wrote:
Jpat1213 wrote:
If I were to play a unknown chapter such as astral claws and ran them as imperial fist, could I use chapter specific stratagems such as bolter drill?
While that is (I am assuming) the intent, the RaW actually doesn't allow you to do that. If you pick ASTRAL CLAWS as the keyword, and pick the Imperial Fist chapter tactic, your models now have a rule saying IMPERIAL FISTS do things, because GW forgot to give permission to change the Chapter Tactic's keyword for successor chapters.

In any case, picking a custom chapter is never a good idea because you lose out on Special Characters and Traits. Just pick the IMPERIAL FISTS keyword, it doesn't matter how your army is painted.


Sweet thanks!


RAW you can't pick IMPERIAL FISTS as your keyword AND bring the FW ASTRAL CLAWS characters, but as long as you're fine without the FW characters it's going to work just fine.

HIWPI: I'd suggest taking the Crimson Fists as an example - they clearly don't use the IF characters, relic and warlord trait (since they have their own), but they don't have their own Chapter Tactic or Stratagem - they're meant to use the IF ones. If you apply that to the Astral Claws, you get to use the AC Characters, the IF trait and stratagem, but relics and warlord traits are limited to the "basic" ones unless FW releases rules for the Astral Claws.


So your saying use crimson fist chapter tactics and it will allow me to use Huron and valthex(+1 s to boltguns) and still able to use bolter drill?
   
Made in gb
Waaagh! Ork Warboss






Jpat1213 wrote:
So your saying use crimson fist chapter tactics and it will allow me to use Huron and valthex(+1 s to boltguns) and still able to use bolter drill?
No.

To make it super simple, you need to use the ASTRAL CLAWS keyword to gain access to Huron, and you can pick whatever Chapter Tactics you want. You won't have access to the Warlord Traits or Special Characters (like Lysander) of the Chapter Tactic you pick though.

This message was edited 2 times. Last update was at 2018/06/15 19:10:26


+++++There are currently NINETY TWO (92) documents required to play Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Because some people get their knickers in a twist, I'll list these RaW 'oddities' in my sig. Sadly GW's promise of fixing their broken rules has itself been broken. Zoom in to read them.
RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy; "minimum" ranges don't work; the game simply breaks if you ever have more than one wounded model in a unit; the game also breaks if a single rule ever tries to do multiple things simultaneously; Khârn punches himself in the face if he's not near some meatshields; Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12"; Spore Mines have an infinite range; Shroudpsalm technically doesn't do anything, only enemy models, not friendly models, have permission to move on top of a Skyshield Landing Pad; T'au have access to stackable Ignore Wounds (albeit against Mortal Wounds only); the T'au Early Warning Override Support System only works if a unit is "teleporting to the battlefield", not just arriving mid-battle; you can only ever use the Deathwatch Teleportarium Stratagem "once", and then never again in any battle after you use it; if a model splits fire, each weapon must target a different unit; a Tyrant Guard with Lashwhip can absorb an infinite amount of damage via Shieldwall between the time they die and the time they fight; Codex Leman Russ's can take an infinite amount of Hunter-Killer Missiles, Storm Bolters and Heavy Stubbers; Imothekh's 'Lord of the Storm' ability hits the "target unit" twice; "Airborne" units can't be charged by non-FLY units, but can be Heroically Intervened into, piled into, or consolidated into just fine by non-FLY units; Wave Serpents cannot be legally charged at by any model with a standard base; Slab Shields, along with the 'Take Cover!' stratagem no longer have any effect; and vehicles that are "slain" by a special effect do not trigger the "Explodes" ability; Taking any Forge World Space Marine Named Characters denies the use of a Chapter Tactic; and Vectored Manoeuvring Thrusters may be used to move within 1" of an enemy unit during the Movement Phase and does not benefit from FLY.
--- Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities --- Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. --- Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages. 
   
Made in de
Sadistic Inquisitorial Excruciator



Aachen

Jpat1213 wrote:
nekooni wrote:
RAW you can't pick IMPERIAL FISTS as your keyword AND bring the FW ASTRAL CLAWS characters, but as long as you're fine without the FW characters it's going to work just fine.

HIWPI: I'd suggest taking the Crimson Fists as an example - they clearly don't use the IF characters, relic and warlord trait (since they have their own), but they don't have their own Chapter Tactic or Stratagem - they're meant to use the IF ones. If you apply that to the Astral Claws, you get to use the AC Characters, the IF trait and stratagem, but relics and warlord traits are limited to the "basic" ones unless FW releases rules for the Astral Claws.


So your saying use crimson fist chapter tactics and it will allow me to use Huron and valthex(+1 s to boltguns) and still able to use bolter drill?

No, there are no Crimson Fist chapter tactics. I'm saying that I would play it like this: Use the Imperial Fists Chapter Tactic and Stratagems and the Astral Claws Characters. No IF/CF warlord traits or relics.

by the way: TECHNICALLY you should be using Codex: Chaos Space Marines - just saying. Damn heretics.

This message was edited 2 times. Last update was at 2018/06/15 19:10:39


 
   
 
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