Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/03/18 13:11:47
Subject: Compiled IG Rumors at 3/18/09 and updated 3/24/09
|
 |
5th God of Chaos! (Yea'rly!)
The Great State of Texas
|
As there have been multiple posts with lots of discussion, here is a quick compilation of current IG rumors (at least until someone tells me to take it down)
Kudos to Warseer and theDude on said, Reds8n, and Malfred the sock stealer for much of this.
The Dude abides, man. The Dude abides.
HQ:
Basic Company Commanders are around 50pts.
Power Weapons come in at 10pts.
Officers are NO LONGER Independent Characters.
The new Advisors, Officer of the Fleet, Master of Ordnance and Astropath are around 30pts each, Sanctioned Pyskers are no longer Advisor upgrades.
Bodyguards are around 15pts and allow you to allocate two wounds which would affect their Officer against them instead.
Medics now give the unit the Feel No Pain USR.
Mogul Kamir and his unit are subject to Rage.
Sly Marbo has a Demo Charge and does indeed always wound on 2+'s in assault, he also retains his Sniper Pistol.
There is a Tank Commander upgrade, called Sergeant (?) Pasc, he gives the tank a BS of 4 and has an additional special ability against tanks and Monsterous Creatures, he costs around 50pts.
ELITES:
Stormtroopers are indeed 16pts each, you may pick one of three missions, Behind Enemy Lines which grants the USR Move Though Cover, Recon which grants Out Flank or Arial Assualt which gives them a reroll of scatter dice for deep strike and Valkyrie disembarks.
The Pysker Chior starts at around 60pts for an Overseer and 4 Pyskers.
Ogryns are Stubborn.
TROOPS:
Infantry Platoons consist of, Command Section, 2-5 Infantry Squads, 0-5 Heavy Weapons Squads, 0-3 Special Weapons Squads, 0-1 Conscript Platoons
The 2-5 Infantry Squads can be marged into a single unit.
Infantry Squad come in at 50pts, weapons options come in at 5pts for Mortars, 10pts for Heavy Bolters and Autocannon, 15pts for Missile Launchers, 20pts for Lascannon, 5pts for Grenade Launchers and Flamers, 10pts for Meltaguns and 15pts for Plasma Guns.
Heavy Weapons Squads start at 60pts with 3 Mortars, and each weapon can be upgraded as follows, 5pts for Heavy Bolters and Autocannon, 10pts for Missile Launchers, 15pts for Lascannon.
Special Weapons Squads are able to take 3 Demo Charges.
Conscripts are Lasgun only units.
Commissars come in at about 35pts basic.
Veterans Squads may take Carapace, 80pts for a unit IIRC before Carapace.
FAST ATTACK:
- Fast Tanks Squadron:
- You may choose any of the following tanks in a 1-3 tank squadron.
Hellhound: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
Banewolf: 130 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
Devil Dog: 120 pts. Tank, fast. You can change the heavy bolter by a flamer for free or by a multi-melta by 15 pts. Extra armour 15 pts, searchlight 1 pts, heavy stubborn 10 pts, hunter-killer missile 10 pts, dozer blade 10 pts.
The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.
- Sentinel Squadron:
Scout Sentinel: 35 pts, open-topped, scouts, move through cover, multilaser. Auto-cannon 5 pts, heavy flamer 5 pts, missile launcher 10 pts, laser cannon 15 pts. Searchlight 1 pt, hunter-killer missile 10 pts, the entire squadron can buy smoke launcher for 5 pts/mini and/or camo-netting for 10 pts / mini.
- Valkirye: 100 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 2 hellstrike missiles, multilaser
Options: change multilaser to laser-cannon +15 pts, change hellstrike missile for 2 multiple rockets pods for +30 pts, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” (deep strike from the valk)
- Vendetta: 130 pts.. Armour: 12-12-10
Skimmer, fast, scout, may deep strike
Equipment and weapons: extra armour, searchlight, 3 twin-linked las-cannons
Options: change multilaser to laser-cannon +15 pts, change 2 las-cannon for 2 hellfury missiles for free, heavy bolters for +10 pts.
Can be bought in a 1-3 squadron.
Transport 12 models, they have the “grav chute insertion” (deep strike from the valk)
HEAVY SUPPORT:
Lemas russ scuadron
Composition:vehicle scuadron composed of 1-3 leman russ or leman russ demolishers in any combination.
Leman Russ Battle Tank. 150 pts Hull Heavy Bolter. May change it for a lascannon for 15 pts, may have sponsons with: heavy bolters 20 pts, multi-melta 30 pts, plasma cannons 40 pts. LR may have Heavy stubborn for 10 pts, dozer blade 10 pts, h-k missile 10 pts, extra armour 15 pts. Entire squadron with camo-netting for 20 pts/model. One of the squadron tanks can be the squadron leader for 50 pts.
Same options for the next tanks:
Leman Russ Exterminator: 150 pts.
Leman Russ Vanquiser: 155 pts.
Leman Russ Eradicator: 160 pts.
Leman Russ Demolisher: 165 pts.
Leman Russ Punisher: 180 pts.
Leman Russ Executioner: 190 pts.
Artillery, 1-3 squadrons. Same options as the LR’s. Can be topped for 15 pts / model, the camo-netting cost 30 pts /model.
Basilisk: 125 pts.
Medusa: 135 pts. Can buy siege bombs for 5 pts.
Colossus: 140 pts.
Griffon: 75 pts.
Hydra: 75 pts. Camo-netting cost 20 pts for it.
Next can NOT be bought in a squadron.
Manticore: 160 pts.
Deathstrike: 160 pts.
From Warseer:
General info
Release date is 2 May 2009.
The new codex will be 104 pages long.
Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.
Rules
Army-wide Special Rules
Doctrines
Doctrines may have been replaced by Platoons options. No details on exactly what upgrades are available have emerged as yet. Recent codex sightings indicate this may be far more limited than first thought.
Orders
reds8n broke the news on Orders with the following:
Originally Posted by reds8n
I believe that command squads will in fact be able to give actual orders to their troops-- I assume perhaps only the ones under their direct command perhaps ? These have various affects, the ones I heard about being one that reduces their chance to hit ( for guard ! ) but ignores/lowers cover saves.
.... and one that in affect puts the platoon onto overwatch.
Company Commander can issue up to two Orders to any squad with Vox or within 12".
Platoon Commander can issue one Order to any squad in their platoon with Vox or within 6". Some squad leaders can issue Orders to their own squad. Supposedly a double 6 on the Orders Ld test will prevent any further Orders being issued that turn.
Orders are given at the start of the shooting phase. The Company Commander HAS to place their orders first, then Platoon Commanders and so on. If a unit is "activated" before it receives an order then it cannot benefit from one that turn. The receiving unit has to pass a LD test with the following affects:
Double one - They follow the Order and can be given another Order
Pass the test – They follow the Order
Fail the test – They fail the Order, but can act as normal
Double six - They do nothing.
Platoon Commander Orders are:
“First rank fire, second rank” - + 1 shot for Rapid Fire weapons (so 3 at 12", 2 at 13-24)
"Down!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.
“Move, move, move!” – Allows the squad to roll more dice when they run and take highest.
Company Commander Orders (all of the Platoon Commander ones plus):
"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.
Some form of rallying Order which rallies a unit or even unpins them. This possibly works after they have used the “Down!” Order that round.
Overwatch has been rumoured and would supposedly allow them a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).
Miscellaneous
Some squads will supposedly have access to heavy flamers, but it is not clear which ones.
All vehicles supposedly come in squadrons of 3 with subtypes mixable, i.e. Russes, Hounds and Artillery. Deathstrikes do not come in squadrons. This means you could have a squadron of 2 LRBTs and a LR Demolisher
Special Characters
Creed and Kell take the place of Officer and Standard Bearer (probably) in a Command Squad. Can issue up to 4 Orders per turn, including a unique order "For Cadia!" that bestows Fearless and Furious Charge on a unit. He allows one unit to gain Scout (in a similar fashion to Sicarius' special rule).
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+
Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" letting the squad be removed immediately from the table and enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+
Commissar Yarrick’s eye is a Hell Pistol.He has a forcefield that “does something a bit weird”. Not the old “reduces the strength” but it's similar.
Commissar Yarrick 5 5 3 4 3 3 3 10 4+
Artillery Sergeant Harker is most likely a Catachan upgrade for veterans who then count as having defensive grenades (booby traps)
Artillery Sergeant Harker 4 4 4 3 1 3 2 8 5+
Lukas Bastonne is a Stormtrooper upgrade who allows his squad to always try to rally regardless of casualties etc.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+
Iron Hand Straken is a Company Commander choice. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) nearby Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+
Sly Marbo is a separate Elites choice, and deploys pretty much like a Callidus assassin. He also supposedly wounds on a 2+ in assault.
Sly Marbo 5 5 3 3 2 5 4 7 5+
Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge
Moghol Kamir 4 3 3 3 2 3 3 8 5+
Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+
Nork Dedog has a rule that as he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won .
Nork Dedog 4 3 5 5 3 3 4 8 4+
There is supposedly a tank commander upgrade character too who has to ride in a Leman Russ. He cannot disembark if the Tank is destroyed.
HQ
Company Commander
Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
Company Commander 4 4 3 3 3 3 3 9 5+
Primaris Psyker
Powers:
'Lightning Arc' - S6 Assault 2D6
'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+
Commissar Lord
Newer rumours say he is described as having lots of inspirational powers (possibly fearless) and will supposedly allow more freedom in selecting Commissars for other squads.
Commissar Lord 5 5 3 3 3 3 3 10 5+
Inquisitor and Retinue
Very early rumours pointed to an entry for IG as an HQ choice, which would supposedly appear much like the elites from the current Daemon Hunters/Witch Hunters books. This has since been completely blown out of the water. THEY ARE NOT IN THE CODEX.
Regimental Advisors
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Fleet 3 4 3 3 1 3 1 7 5+
Astropath
Add +1 to reserves rolls. I think it says they can do something with orders too, although the pic is unclear.
Astropath 3 4 3 3 1 3 1 7 5+
Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn
Master of Ordnance 3 4 3 3 1 3 1 7 5+
Other Advisors
Commissars
Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them. Apparently their weapon options may be restricted to Bolt Pistol, Power Weapon and Plasma Pistol (ie, Fists only on Lords).
Commissar 4 4 3 3 1 3 2 9 5+
Ministorum Priest
Special Rules not known
Ministorum Priest 3 3 3 3 1 3 2 7 5+
Sanctioned Psyker
Sanctioned Psykers are rumoured to appear in squads, but it is unclear if they will no longer be available as advisors.
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
There are apparently a few other things that you can give the Command Squad to affect the army. No further details are available as yet.
Elites
Psyker Battle Squad
1 Overseer, and between 4-9 Psykers (number not certain). Two powers rumoured so far.
“Soulstorm” - Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
A focused attack that drops enemy LD=number of psykers in the squad.
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
Stormtroopers
The assumption has been made based on the WIP Stormtrooper mini that Stormtroopers will be able to take shotguns this has since been refuted, with the new rumour being they are for WH Arbites-style Stormtroopers.
You can supposedly have a Storm Trooper Squad/Platoon as a Troops choice (not clear if this means both or one of), but this is reliant on an upgrade to the Officer leading the army.
16 points each. Hellgun, Hellpistol, CCW, frag and krak grenades, carapace armour and targeters as standard.
Have both Infiltrate and Deep Strike for free. Can take 2 special weapons.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
- Recon/Sabotage - Scout and Pinning the first time they shoot.
- Deep Strike – Not known what the bonus is at the moment.
They can supposedly re-roll the scatter dice when deep striking. This may or may not be the Spec ops bonus for DSing.
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hellgun 18 3 3 Rapid Fire
Hellpistol 6 3 3 Pistol
Techpriest Enginseer
Special Rules not known
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
Ogryns
Rumoured to have Furious Charge
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3
Ratlings
3-10 per squad. 10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper
Sniper Squads
Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.
Troops
Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 or 2-5 Conscript squads
The Conscripts form one unit of 20-50 men and the Infantry squads can be merged to one's heart's desire (counting as 1 KP), but everything else is set in the unit sizes. There is apparently no maximum number of squads. The entire platoon with all these squads will only take one Troops selection in the FOC.
Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+
Platoon Command Squads can take Standards giving them +1 Combat Res in assaults.
You can have a potential 21 HW teams in one Troops slot: 1 in the Command Squad (1), 1 in each of 5 Infantry squads (5) and 3 in each of 5 Heavy weapon squads (15). Heavy weapon squad basic armament is 3 mortars for 60 points total. Other weapon fit outs can then apparently be upgraded at additional points cost. Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.
Special Weapons teams will be 6-man teams.
Platoons will supposedly benefit from a special rule called "Platoon Drill" which grants the ability to ignore any other squad within the Platoon for the purposes of determining the enemy's cover save. Basically the Guard squads will get a cover save when being shot at through a squad in the same Platoon, but their enemy will not get one when the squad shoots back. This will supposedly only work if the Vox network is still intact.
Platoons may be able to attach sentinels, chimeras, and hellhounds as support vehicles. Support Vehicles would still take up a FOC spot, but become part of the platoon and so would benefit from “Platoon Drill” and other Platoon-wide rules.
Points have been rumoured to be 50pts for an Infantry squad (10 men with Sgt, HB & Flamer). Another rumour says the basic squad load-out will be 10 Lasguns or 9 Lasguns and a Laspistol for 40pts.
Veteran Squads
Have now become a Troops Choice. Rules are apparently fairly similar to now.
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+
Penal Battalion
50 pts. 1 Penal Guard and 9 Penal Legionnaires. Equipped with a Lasgun and close combat weapon. Stubborn.
They also roll for their 'Crime' at the start of their game and get appropriate bonuses:
Psychos: better fighters. Not sure what this entails.
Scroungers: start with more gear. (probably grenades, maybe pistols)
Gunslingers: Shooting becomes Assault 2.
Chaosftw on Heresy online says:
Quote On a 1-2 they get extra shots (basically always count as double tapping) on a 3-4 then get fleet and furious charge, and on a 5-6 they get an extra dice when fighting in Close combat and gain RENDING.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+
Transports
Chimera
55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
Chimera 3 12 10 10
Valkyrie
Fast Skimmer. Apparently 90-100pts. Troops may disembark at any point in its movement, but more than 12" and they take a dangerous terrain check. Was rumoured to allow embarked troops to deploy after deep striking. Another rumour says they will be able to DS more accurately like Drop Pods. It was originally rumoured to only be a transport for Stormtroopers, but more recently it has been said it will be available to all units that have access to Chimeras. This may be tied to a Special Character.
Valkyrie 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only
Fast Attack
Rough Riders
Special Rules not known
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+
Recon Sentinels
Retain Scout, but only have the option to be open topped.
Recon Sentinel 3 3 5 10 10 10 3 1
Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon.
Spearhead Sentinel 3 3 5 12 10 10 3 1
Hellhound
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
Devildog
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta
Banewolf
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
Valkyrie Vendetta
The “up-gunned” version of the Valkyrie. 1-3 as a single Fast Attack choice
Vendetta 3 12 12 10
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Heavy Support
Leman Russ
Russ’ have been rumoured to cost 150 points with increased Sponson cost, so a LR will supposedly cost 180 points with 3 HB.
They have been rumoured to come with a hull heavy bolter, smoke launchers and searchlight as standard. All variants will have all the sponson options, except apparently heavy flamer sponsons which are gone now.
Leman Russ Battle Tank
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance , Large Blast
Leman Russ Exterminator
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked
Leman Russ Vanquisher
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration.
Leman Russ Eradicator
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.
Leman Russ Demolisher
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance , Large Blast
Leman Russ Punisher
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20
Leman Russ Executioner
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.
Lumbering Behemoth rule - The turret gun does not count towards the number of weapons fired (Ordnance or not) but cruising speed is only 6+D6" instead of 12".
Basilisk
Open Topped. Can possibly be enclosed
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance , Large Blast
Medusa
Open Topped. Can possibly be enclosed
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance , Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.
Hydra
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)
It supposedly has special tracking systems that ignores cover saves for skimmers and bikes going fast etc
Colossus
Open Topped. Can possibly be enclosed
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast
Griffon
Open Topped. Can possibly be enclosed
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\
Manticore
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast
Deathstrike
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10
|
This message was edited 4 times. Last update was at 2009/05/10 04:58:24
-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/18 14:04:00
Subject: Compiled IG Rumors at 3/18/09
|
 |
5th God of Chaos! (Yea'rly!)
The Great State of Texas
|
Lets keep this sticky clear folks unless you have new rumors only. Discussions can be had on existing threads or separate new threads with this information.
|
-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/03/25 11:47:28
Subject: Re:Compiled IG Rumors at 3/18/09
|
 |
5th God of Chaos! (Yea'rly!)
The Great State of Texas
|
Additional comments at 3/24/09: Thanks to Middle and Quintis84. Excelsior!!!
From Middle:
These are facts straight from the book. A lot of the things in Frazzled's sticky are true but a few things are not.
Orders: Officers have a number of orders they can give out. Company Commander gets two orders per turn and 12" range, Platoon Commanders get one order and 6" range.
LD test for the squad being ordered on the squads LD. Pass you do the order immediately. Fail and you act normally later in the shooting phase when all orders are done. Double one you may receive an additional order.
Start of the shooting phase you start with your Company Commander and assign his two orders to squads. Company Commanders have the same three orders that Platoon Commanders have + three of their own.
Company Commanders: Bring it down! Pick an enemy unit to fire at with the unit being ordered. The ordered unit gets Twin-linked weapons against that enemy unit.
Fire on my target! (I have to apologize here, I think I mixed up Pask's +1ap/re-roll wounding MC's with the HQ orders. ) Same again, Pick an enemy unit to fire at with the unit being ordered. The enemy unit must re-roll successful cover saves from the ordered unit.
Get back into the fight! You order a unit that is falling back to immediately regroup ( no test except the one for one to recieve the order ) even if there is enemy nearby / the squad is under half strength. If a unit is pinned and you call this order, then that unit is no longer pinned. In both cases the unit may shoot and assault this turn.
_____________________________
Platoon Commanders: FRFSRF! "models firing lasguns" +1 shot. I'll leave the interpretation too you, but i'm certain there will be a YMDC about it and whether a hotshot is a 'special type of movement' or not.
Movemovemove! 3d6 run and pick the highest.
[duck+cover] Didn't write the name down but you immediately go to ground so no shooting but you get +2 cover save in opponents turn.
_____________________________
In all cases, orders may be given to friendly non-vehicle units that are not embarked in vehicles ( so no chimera TL fire points ).
In all cases orders are immediate. As soon as you receive your order from the Commander you do as you are told. That is your shooting / run for the phase albeit buffed, there is no shooting twice.
In all cases each unit may receive one order ( unless you roll a double one ). Pass or fail your test, that is still your one order.
Officers in vehicles may not give orders if they themselves are embarked in a vehicle ( Chimera is an exception to this with it's Mobile Command rule )
This ones for BoxANT, Vox casters ignore the range for orders so you can do it anywhere on the batttlefield and let you re-roll your Ld test.
EDIT: Thanks Biophysic. Similar orders may be given to different squads. EG: two different squads both with bring it down.
Quintis84
the [duck & cover] order is actually called Incoming!
and if you roll a double 6 for leadership when trying to carry out an order, not only does it fail, but no more orders can be given (by any officer) this shooting phase.
actually, only infantry squads can be combined, not conscripts, special/heavy weapon squads, or veterans.
There's a special character upgrade to the veteran squad (replaces the sergeant) called Gunnery Sergeant "Stonetooth" Harker, and he has FNP and relentless. Also, his special rule 'Catachan Devils' gives him and his squad squad infiltrate, stealth and move through cover.
Yes, an officer can give orders to any friendly non-vehicle unit within his command radius
12" for CHQ, 6" for PHQ
Creed is 24" RADIUS.
More from Middle
HQ: CHQ is now Company Command Squad. 50pts. NOT MANDATORY. PF 15pts amongst others, nothing new.
Four vets with lasguns. Can swap to laspistols for free. The wording is important throughout the book ' One other '. One may have Regimental banner ( re-roll morale / pinning and +1 combat res ). 'One other' may have medic 30 ( FNP ). 'One other' may have vox 5. 'One other' Heavy flamer 20
Two form a heavy team. Mortar5. Auto/HB 10. Missile 15. Las 20.
Upto four without anything already: Flamer/Grenadelauncher/Sniper 5pts. Melta 10. Plasma 15.
HW/SW costs are same for anyone that can take them ( vets, inf, platoon command, SW. NOT HW SQUADS )
No Commissar allowed in CCS.
Entire squad: Krak 5. Carapace 20. Camo cloaks 20. Chimera. No shotguns.
Commissar Lord 70. IC. PW 10. PF 15. Carapace 10. Camo cloak 10. MBombs 5. Chimera.
Yarrick 185. IC. Friendly's in 12" Stubborn. Yarrick and his unit on the charge re-roll to hit in cc. Force field=you wound him you re-roll. Hotshot laspistol in his eye. Eternal warrior. When dead, lie him on his side. next turn on a 3+ stand him back up, 1-2 =dead. Chimera.
Primaris. 70. Forceweapon.
Straken. Friendly's in 12" counter attack and furious charge. S6 initiative order power weapon, Rolls an extra d6 for armour pen. shotgun.
Priests. 45. No force org. IC. Can have chainfist 15 and shotgun free. Unit he is with re-roll to hit on the charge. NO EFFECT on Ratlings / Ogryns.
Techpriests. No force org. Carapace! Power armour is for wimps. Can have upto 5 servitors +15 each. Two can have HB 20 or MM/PC for 30 ( possible to have 2 PC ). Servitors are mindlocked if techpriest is dead. Fixes on 5+ with +1 for each tech servitor. No chimera ( seems like it's everyone but them and the ratlings got one ).
EDIT: AAAARRGH. I missed out Creed and Kell. Creed. 90. TL hotshot pistols. 4 orders! 24". For the honour of Cadia! Fearless and Furious charge.
Kell. 85. Laspistol. PF. Listen up maggots! Unit Kell is in listen intently to their officer so can use the officers Ld for orders not their own.
Creed replaces your Company Commander. Kell Replaces one of your CCS vets. Do not have to be taken together, but will both be in the same CCS unless you take two CCS.
EDIT: AAAAARGHH. Advisors! 30 each. Astropath +1 to your reserves and you can re-roll your outflank dice.
Fleet officer -1 to enemys reserve rolls and you can make them re-roll their outflank dice ( harrassing thier reinforcements ).
Master of ordnance. If he stays still he gets an Earthshaker round with unlimited range EACH TURN! 3d6 scatter ( -Bs if he can see the target.)
Quintis84
I read that the Techpriest gets Power armour and the Servitors get carapace armour
Company Command Squads are Vets, with BS4
They're not army specific, they just offer different rules. In fact, Creed replaces a Company Commander, and Chenkov replaces a Platoon Commander, so you could have both in the same army
Middle again
Edited for Creed and Kell. And advisors
Also I'm not sure where Nork belongs so he get his own post.
Nork. Didn't get his points. FNP ( just him not normal Ogryns. ). Look out AAARGHH just like CCS bodyguards ( looks like I missed those too. Commander gets wounded, stick it on the bodyguard. 15pts each. May have two per CCS. Add to CCs not a swap. )
Heroic Sacrifice. If Nork dies, immediately roll d6 S6 hits on enemy unit. To 'stop dem wot iz tryin to urt da kurnel'.
Loyal to the end. Nork may never be the target for a summary execution. If his Commander is subject to Summary execution then you remove the Commander. Then Nork retaliates. Remove the Commissar.
Little quote at the bottom of the page from Nork. ( may not be word for word ). " The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard. "
Techpriest: I saw carapace and wrote it down . True it may have been for the servitors with PA for him. I can check again next time to confirm.
Q: Nork is 110 points, and if you take him, the command squad can't have any bodyguards.
No, voxes only give a re-roll (which is why I'm not impressed with them!)
Heavy and Special weapon squads can't take voxes
Medi-packs are 30 points and give the unit FNP
M:
Regimental banner is 12" range and yarp Commissar lords / Commanders can have more weapons.
Thought you might want the fun / interesting / new stuff, not whether a Commissar lord can have a PW.
PW. Bolt pistol. Boltgun blahblahblah
True, no vox in HWS / SWS / ST
You can potentially get as many different regiments in your army as you can fit Special characters in to it.
I'll check the range thing again next time. Certain that command + squad have vox = re-roll.
Commissar lord has a bubble btw. 6" and can use his Ld of 10. His unit is stubborn.
Onwards to the next section. I know you've all got questions but they'll hopefully be in the section for that unit if you can bare to wait. Saves me writing things twice.
Elites: Ogryns. 130 for 1+2. 7 more at 40 each. No FNP. Chimera. furious charge and stubborn. ( didn't notice a commissar in there. Could have missed it. )
Ratlings. 30 for 3. 7 moer at 10 each. Laspistols. Inf and stealth.
Psyker battle squad. Missed out earlier at the start of the thread, Weaken Resolve. 36" Enemy Ld is reduced by the number of psykers in the squad. So full 1+9 squad = -9 Ld ( down to a minimum of Ld2 [ See Storm troopers: Behind enemy lines. You'll like it ] ).
Plus the large blast Ap d6 S=number of psykers. Chimera. Pick one to be the caster for LoS purposes.
Stormtroopers. 1+4 for 85 then 5 more at 16 each. Hotshot lasgun + hotshot laspistol + ccw + frag and krak each. No Targeters. Deepstrike. Chimera.
Sergeant can have a PW. Two can have SW. Didn't make a note of MBombs. Safe to assume the sergeant can at least because an inf squad sergeant can, and RR sergeant can ( but not his squad now ).
Pick a style for them. Recon: Scout and move through cover.
Airborne deployment. If DS then re-roll scatter.
Behind enemy lines. Inf and first time they shoot their weapons cause pinning. Even if you save it all game until the last turn or something bonkers like that.
Also: in the wargear section for hotshot lasguns '.... powerpacks make the lasguns more powerful. This allows the hellgun to shoot .... ' I think there was only two sentences and it mentions hellgun like it has been the only thing mentioned in the book so far.
Flavour text I know, but it is lasgun flavour.
_______________
Master of ordnance. His shooting is the earthshaker round just like a marine chapter master.
Bodyguards: I can certainly double check next time but i'm sure it is a wound on the Commander after saves and the bodyguard takes one wound if you want.
Troops: Platoon. Platoon Command + 2-5 squads + 0-5 HWS + 0-2 SWS + 0-1 Conscript platoon.
PCS. 1+4 for 30. Same weapon options as for CCS except no regimental banner ( they get Platoon banner +1 combat res. If Only 4 ranks and a musician too. If only. ) and can not have carapace and camo cloaks. No advisors and no bodyguards. Commissar for 35
( obviously the Company Commander thinks highly of himself that he doesn't need a commissar for himself. That and he doesn't want to get shot. ). Chimera.
Al'Rahem. 70. 2 orders. 12" range ( a big reason to upgrade if nothing else is the extra orders and the range ). His WHOLE PLATOON MUST OUTFLANK, HWS and all.
Power sword that causes instant death.
Chenkov. 50. 2 orders. 12" range. Onwards you dogs!=Friendly's in 12" get stubborn. Next wave! Any conscripts in the army may have for 75 points the ability to remove them in your turn and they come on at the start of your next turn rule.
Infantry squad. 50. Commissar 35. Entire squad krak for 10. Sergeant MBombs 5. One SW. One HW team ( SW and HW costs are the same for CCS ). 'One other' vox5. Chimera
HWS. 60. Comes with mortars. Lasguns. Frags. HB/Auto 5. Missile 10. Lascannon 15. Krak 5 for the entire squad!!! ( now thats dedication for you. Your AT team brings kraks with them ). No Chimera. No vox.
Only 3 models in the squad. 2W each as with all HW teams now.
SWS. 35 for 6. 3 can choose to replace lasgun withFlamer/Grenadelauncher/sniper 5. Melta 10. Plasma 15. Demolition charge and keep your lasgun 20. Demo charge has no limit to how many in the squad / how many can fire each turn. Still one use only. No Chimera.
6" range with 2d6 scatter-3. x3 .You have been warned.
Conscripts. 80 for 20. Just lasguns and one ccw. 4 points each after that upto a cap of 50. EG: no more buying in tens, you may now have 49 if you feel the need / save a few points for a vox somewhere else. No SW / HW. No Chimera ( they wouldn't fit but that doesn't stop chaos marines. )
Vets. 70pts for a full 10. No 5-10 anymore makes me sad. Lasguns and frag + krak. 3SW and one HW. Can have shotguns for free. Same weapon costs as for everyone else but one of the Sw per squad may be a Heavy Flamer for 20. Chimera.
Sergeant POWER FIST 15. PW 10.
May have any of the following "Doctrines" ( The only time you'll hear it )for 30pts a time. ( all three if you must. )
Grenadiers - Carapace.
Forward sentries - stealth + snare mines ( Defensive grenades )
Demolitions - MBombs and one has a Demolition charge + his other normal kit.
Can replace the Vet sergeant with Harker. 55. Relentless with a Heavy Bolter ( him only ). Has FNP ( him only). He and his squad are Catachan Devils=Stealth and move through cover. May not have the Grenadiers "doctrine".
Can replace the Vet sergeant with Bastonne. 60. Hotshot pistol + PW + carapace ( him only). His squad can always regroup ' regardless of normal restrictions, IE: under half strength / enemy nearby. Cadian noble so he may issue orders like a Platoon Commander. Possibly no range on the orders though, i'll have to check. It could well be just his squad.
Penal legion. 80 for 1+9. Lasgun, ccw custodian has a pistol and no lasgun. Scouts. Stubborn.
1-2 = Gunslingers. Assault 2 lasguns.
3-4 = Psychopaths. Counter Attack, Fleet and Furious Charge.
5-6 = Knife fighters. +ccw and cc attacks are Rending. No rending lasguns.
Chimera. 55. MLaser + HBm, Searchlight and smoke launchers ( see 40k rulebook = 4+ cover )
MLaser for a HB / HF for free. HB for a HF for free. Pintle Stormbolter / Stubber 10. Hunter killer 10. Dozer 10. Extra armour 15.
Camo netting. EDIT: 20. Stealth if you stay still. So +1 cover save to your smoke if you don't move.
Amphibious. 5 fire points ( Stick whatever you've got out of them )
Mobile Command. May give orders from inside. Still can't receive orders if mounted in a vehicle even if it is a chimera. Measure order range from the hull.
EDIT: Camo netting is 20. Added it in.
Incredibly sorry. It's a massive difference but the Vets have CAMO CLOAKS and Not STEALTH. OOPS. Means +2 to cover saves marine style.
Nice catch MinMax.
Fast Attack. Scout sentinel. 35. 1-3. Open topped, Scouts, Move through cover. MLaser. HF / Auto5. Missile launcher 10. Lascannon 15. Searchlight 1. Hkiller 10. Entire squad: SMoke launchers for 5 per model. Camo netting for 10 per model.
Armoured sentinel. 55. 1-3. Mlaser. Extra armour. Same weapon costs and also a PC for 20. Same upgrades. ( So Camo PC's / LC in a wood you say? 3+ cover save you say? Hard to shift you say? Unless you are fighting guard and then they just order you out of the cover while they shoot you and then you can walk back in when they're done with you. )
Rough Riders with S5 I5 Power weapons on the charge. 1+4 for 55. +5 at 10 each. ( Cheaper ? ). All have Hunting lances = S5 I5 Power weapons on the charge. MUST USE IN FIRST CHARGE. Pistol or CCW (your choice - I know which i'm having ). Frag+krak. Sergeant may have Mbombs 5. PW 10. One may have Flamer/Grenadelauncher 5. Melta 10. Plasma 15.
Mogul Kamir. 40. Replaces sergeant. Squad has rage. He has +D3+1 attacks on the charge.
Hellhounds. 1-3 any combo. HH 130 with Inferno cannon. DD 120 with Melta cannon. BW 130 with chem cannon. All have a hull HB. HB may be a HF for free. HB may be a MultiMelta for 15. ( Uber ). Searchlight 1. SB / HS 10. HK 10. Extra armour 15. Entire Squadron: Smoke 5 per model. Camo netting 20 per model.
( Insert sound effects here )
Valkrie. 1-3. 100 bang on. transport 12. No Ogryns ( They don't like the dark and i'm guessing they don't like flying either. ). MLAser. 2 Hellstrikes ( S8 Ap3 Ordnance. NO blast. One use only ). Searchlight. Extra armour. DeepStrike. Scout. MLaser can be a lascannon for 15. Swap both Hellstrikes for 2 multiple missile pods 30pts ( S4 Ap6 Heavy 1 Large blast ). +Pair of "sponson" HB's 10.
( I can not remember who asked but there are NO Vendetta parts in the Valkrie box )
Vendetta. 1-3. 130. Transport 12. No Ogryns. 3 TL Lascannon. Searchlight. Extra armour. Deepstrike. Scout. Can swap 2 TL Lascannons for 2 Hellfury missiles EDIT: for free ( S4 Ap5 large blast. ). +Pair of "sponson" HB's 10.
Valk has 24" S4 Ap6 Large blast
Vendetta has 72" S4 Ap5 large blast. One use.
12/12/10 for both and yeah, fast, skimmer.
Hunting lances still no +ccw.
Track guards are no more. Nothing can have them. Our squadrons will die a painful death from thrown tracks.
Platoon drill is not in there.
Shotguns for Straken and Vets.
No 'warrior weapons'
Heavy Support: Leman Russ. 1-3 Any combo. HB. Searchlight. Smoke launchers. Lumbering Behemoth. Turret + whatever you can fire normally for your speed. Max speed is 6+d6".
LRBT 150.
Exterminator 150.
Vanquisher 155.
Eradicator 160.
Demolisher 165.
Punisher 180.
Executioner 190.
HB can be a HF for free. HB can be a Lascannon for 15. Sponson HB/HF for 20. MM for 30. PC for 40 ( All variants. Means Standard Russ can have PC / MM ). SB/HS 10. HK 10. Dozer 10. Extra armour 15. Entire squadron: Camo netting for 20.
Knight Commander Pask. 50. No force org. His tank is Bs4. If it Remains stationary it may re-roll to wound with all weapons. If it Remains stationary it may +1 to pen vehicles with all weapons.
Hydra. 75. 1-3. 2 TL Hydra Autocannons. HB. Searchlight. Smokelaunchers. Auto targetting system. Skimmers and turbo-boosters may not use cover saves vs the hydra. HB may be a HF for free. SB/HS 10. HK 10. Extra armour 15. Entire squadron: Camo netting 20.
Ordnance Battery. 1-3. Any combo. HB. Searchlight. Smoke launchers.
Basilisk 125.
Medusa 135.
Colossus 140.
Griffon 75.
HB to a HF for free. Enclosed 15. SB/HS 10. HK 10. Dozer 10. Extra armour 15. Camo netting 30.
Medusa may upgrade to Bastion-breacher rounds for 5pts. It loses it's regular 36" demolisher round for the new stats.
Manticore Rocket Launcher. 160. 4 Storm eagles. HB. Searchlight. Smoke launchers. HB may be a HF for free. SB/HS 10. HK 10. Dozer 10. Extra armour 15. Camo netting 30.
Deathstrike. 160!!! Deathstrike missile. HB. Searchlight. Smoke launchers. HB may be a HF for free. SB/HS 10. HK 10. Dozer 10. Extra armour 15. Camo netting 30.
Colossus ignore cover saves. Didn't notice that that wasn't on the french pdf.
Griffon re-rolls to hit too.
Agreed on the flying stand, it's easily 6" tall. And for anyone who has looked at it and winced, The flying stand sinks into Valk by a good 5mm. Also the stand is quite think, say around 2mm. People have been picking it up and setting it down all day and sweeping it round shouting ' NYAAAAWWWWWMMMMMM ! PCHU PCHU ! ' all week and it hasn't broken yet.
|
-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/10 03:18:19
Subject: Compiled IG Rumors at 3/18/09 and updated 3/24/09
|
 |
[MOD]
Otiose in a Niche
|
I think we can shut this thread down now.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/10 07:55:00
Subject: Compiled IG Rumors at 3/18/09 and updated 3/24/09
|
 |
Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
|
OMG! 16 point Storm Troopers! Are the fething mad!!!!! AHHHHHHH!!!!!!!!!!
|
|
|
 |
 |
|
|