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Made in us
Fresh-Faced New User





................. Mkay, so apparently they are better then a Wraithknight already



Automatically Appended Next Post:
................. Mkay, so apparently they are better then a Wraithknight already

This message was edited 1 time. Last update was at 2013/08/12 01:07:38


Striking Scorpions~<3
Howling Banshees~<3
Dire Avengers~<3
And yes, my Avatar is a Pony Autarch, deal with it  
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Here's a list of the seemingly good rumors out there.... its long.. I'm underlining awesome things *that seem too good to be true* and I added smileys to show some stuff
Spoiler:


via The Emperor's Champion on Bolter and Chainsword
Credit to 40k Radio for tons of this info.
https://www.facebook.com/pages/40K-Radio/147396461962884?fref=ts
WARGEAR:
CHAPTER RELICS:
There are 6 different ones.
Two swords, one Bolter, set of armor, one Storm Shield and one banner
They range from 25pts to 65pts.
One Chapter Relic grants a 6+ Invulnerable Save. (It's unclear who benefits from the Save generated by the Relic)

NEW WEAPONS:
Graviton weapons - Have the Concussive special rule, but are not Blast weapons.
Hunter Multi-Launcher (or whatever it is now called) - S:7 AP:2 Heavy1, Armorbane
Stalker's anti-aircraft guns - S:7 AP:? Heavy4
Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CHAPTER TRAITS & SPECIAL CHARACTERS:
ULTRAMARINES CHAPTER TRAITS:
Ultramarines armies may choose 1 of the following three doctrines:
Tactical - The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.
Assault - The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.
Devastator - The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).

MARNEUS CALGAR:
Is now 275pts
Is equipped with Artificer Armour by default. May upgrade to the Armour Of Antilochus for +10pts.
Marneus Calgar can take three Warlord traits.
The Armour Of Antilochus - his Terminator Armor - does not prevent him from preforming a Sweeping Advance, and it has a built in Teleport Homer.

VARRO TIGURIUS:
Tigurius is Mastery Level 3.
He knows all Psychic Disciplines.
He can re-roll his dice when determining his psychic powers.
He can re-roll Reserves rolls(even successful ones).
The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.

TORIAS TELION:
Telion has the same points cost.
​Updated with sniper rules for 6th Edition.

ANTARO CHRONUS:
Chronus is cheaper.
He increases the BS of his tank by +1.

SALAMANDER CHAPTER TRAITS:
Get to re-roll any failed Armor Saves from flame based weapons. (Flamers, Meltas, etc, as per page 56 of the Rulebook)
Their flame weapons (Flamers, Meltas, etc, as per page 56 of the Rulebook) get to re-roll any failed To-Wound rolls or Armor Penetration rolls that fail to cause a Penetrating or Glancing Hit.
Any Character gets to Mastercraft one weapon for free.

VULKAN HE'STAN:
Vulkan gives the Mastercrafted ability to Meltaguns, Combi-Meltas, and Multi-Meltas.
Otherwise essentially the same.

RAVEN GUARD CHAPTER TRAITS:
They all get the Stealth USR.
They get the ability to use their Jump Packs in the Movement and Assault Phase.
KAYVAAN SHRIKE:
Shrike can only Infiltrate with Jump Infantry.
????

WHITE SCARS CHAPTER TRAITS: NOTE FROM MR BAKER: I'm playing white scars with ravenwing allies... look at these rules
+1 to Jink saves
Autopass Dangerous Terrain tests
+1 to Hammer Of Wrath attacks
All White Scars units gain the Hit & Run USR, except for Terminators and Centurions. Too good to be true?

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.
Moondraken inflicts D3 Hammer Of Wrath hits.

IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with standard Bolters. if this includes special ammo... awesome, if not, I'll use Ultras instead
Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

DARNATH LYSANDER:
Costs +30pts more
Has the Eternal Warrior USR.
Units within 12" re-roll failed Morale and Pinning Tests.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.

IRON HANDS CHAPTER TRAITS:
All Iron Hands have the Feel No Pain USR on a 6+.
All Characters and vehicles have the It Will Not Die USR.
Iron Hands get a 1+ to Blessing Of The Omnissiah

BLACK TEMPLARS CHAPTER TRAITS:
A Black Templars army may choose one of the following:
"Accept any Challenge, No Matter what the Odds" - Gain the ability to re-roll To-Hits rolls, and gain the Rending USR when you're in challenges.
"Crusaders" - Gain the Adamantium Will and Crusader USR's.
The Black Templars retain their current Ally Matrix.
The Black Templars may not take Librarians.
Black Templars may take Crusader Squads consisting of up to 10 Initiates (i.e. Tactical Marines) and up to 10 Neophytes (i.e. Scouts).
Black Templar Initiates may exchange their Bolters for Close Combat Weapons for free.
A Crusader Squad may purchase up to 2 Power Weapons, if you take a Sword Brother (i.e. the Veteran Sergeant upgrade).

HELBRECHT:
Once per game Helbrect can grant a Black Templars unit the Hatred and Fleet USR's for an Assault Phase.
May take a unit of Honor Guard.

GRIMAULDUS:
Grants the Zealot USR to any unit he joins.
If a unit is within 6" of Grimauldus' Servitors, they gain a 6+ Invulnerable Save.
Grimauldus has the It will not Die USR.
He has Wounds:3 and Attacks:3

THE EMPEROR'S CHAMPION:
The Black Sword (one-handed stance) - S:4 AP:2 Melee, Mastercrafted
The Black Sword (two-handed stance) - S:6 AP:2 Melee, Mastercrafted, Two-Handed
The Armour Of Faith - Grants The Emperor's Champion a 2+ Armor Save and a 4+ Invulnerable Save.
The Emperor's Champion is an HQ choice and DOES take up an HQ slot.
He may be the Warlord.
The Emperor's Champion has Initiative:5 and Attacks:2 (not counting weapons).

HQ UNITS:
CHAPTER MASTER:
Now has Attacks:4 and Wounds:4. Still has Orbital Bombardment. 4 Wounds!

CAPTAIN:
Equipping the Captain with a Bike allows a single 5-man Bike Squad to be taken as a Troops choice.

CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.

LIBRARIAN:
?

MASTER OF THE FORGE:
Now has the It Will Not Die USR.

HONOR GUARD:
Cheaper.

COMMAND SQUADS:
Can have Bikes
Cannot have Jump Packs
Cannot have Terminator Armor

ELITES UNITS:
STERNGUARD VETERANS:
3 points cheaper per Marine.
Access to Graviton weapons.

TACTICAL TERMINATORS/ASSAULT TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 Ld:8/9 Sv:2+ InvSv: - no invuln will hurt, but for 190 points, that's a lot of damage... need to know how many attacks they get

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Siege Drills (S9 AP2 Melee, Specialist Weapon, Armorbane)
- Twin-Linked Flamers
- Ironclad Assault Launcher

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Twin-Linked Flamers may be upgraded to Twin-Linked Meltaguns
- Ironclad Assault Launcher may be upgraded to Hurricane Bolters

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Move Through Cover
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

DREADNOUGHT:
No news to report.

VENERABLE DREADNOUGHT:
No news to report.

IRONCLAD DREADNOUGHT:
No news to report.

TROOPS UNITS:
TACTICAL SQUADS:
2 points cheaper per Marine (14pts each).
Access to a Graviton Rifle as a Special Weapon option.

SCOUT SQUADS:
2 points cheaper per Scout.
May take Land Speeder Storms as Dedicated Transports.

FAST ATTACK UNITS:
VANGUARD VETERANS:
Heroic Intervention: Negates the penalty for Disordered Charge and the Sergeant auto-passes Initiative checks for Glorious Intervention.
They CANNOT charge after Deep Striking anymore.
1 point cheaper per Marine.
Jump Pack upgrade is 7 points cheaper per Marine.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Possibly 4 points cheaper.

SCOUT BIKES:
No news to report.

HEAVY SUPPORT UNITS:
DEVASTATOR SQUADS:
2 points cheaper per Marine.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 Ld:8/9 Sv:2+ InvSv: -
Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Twin-linked Heavy Bolters and Hurricane Bolters

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Hurricane Bolters can be upgraded to Missile Launchers WOW, so for 200 points, that's 3 ML shots, and 3 TL LC shots
- Twin-Linked Heavy Bolters may be upgraded to Twin-Linked Lascannons
- Twin-Linked Heavy Bolters may be upgraded to Grav-cannon and Grav-amp

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

VEHICLES:
RHINOS/RAZORBACKS:
No news to report.

DROP PODS:
Transport capacity has dropped back down to 10.

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

LAND SPEEDER/LAND SPEEDER TORNADO/LAND SPEEDER TYPHOON:
No news to report.

LAND SPEEDER STORM:
The Land Speeder Storm is now a Dedicated Transport for Scouts.

PREDATOR DESTRUCTOR/ANNIHILATOR:
Cheaper.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
No news to report.

STALKER ANTI-AIR TANK:
AV 12/12/10
S:7 AP:? Heavy4
Does NOT have Interceptor. means it can't fire at ground units

HUNTER ANTI-AIR TANK:
AV 12/12/10
S:7 AP:2 Heavy1, Armorbane
Does NOT have Interceptor.

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16



Automatically Appended Next Post:
I'm almost wonder if I'll need the codex. This is about all of the rules

This message was edited 3 times. Last update was at 2014/01/04 07:44:51


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Human Auxiliary to the Empire





Sooo... Marine Broadsides, that's really interesting.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

 Doctarro wrote:
Sooo... Marine Broadsides, that's really interesting.


Yeah, pretty tough call which is better:

For the broadsides:
Drones, and this is huge. Shield drones or missile drones can really make a big difference
More optional equipment (skyfire)
Ignores cover missiles
High yield ML (such a great system)
Better range

For the Centurions:
Better BS
Can take all AP 2 weapons
Higher Toughness
Marine Stateline and abilities

Truthfully, I'd take Broadsides over Centurions, but I do think that I'll probably get 3 centurions for long vrange firepower/ guarding the back field. But relentless devastators are pretty OP, if that's true. I don't think I'll run any as assault variants, but they'd be pretty cool marching escort for my Contrmptor

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Rumored release schedule:

Space Marines Sept 7th (Verified Release)
Tyranids: Novemember 2nd
Ultramarines: November 16th
White Scars: October?
Imperial Guard: First codex of 2014
Orks: Second codex of 2014

Rumor is that guard may lose orders for something new instead?


Automatically Appended Next Post:
@mkbrutaka

Check this out!
http://www.3plusplus.net/2013/08/are-guard-in-decline-lets-fix-it/

This message was edited 1 time. Last update was at 2013/08/16 17:19:55


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Human Auxiliary to the Empire





It looks like everyone in our group except Connor and Jake will be up to date by next summer, going by this schedule.

Also, I will bring a 5k list tomorrow if anyone wants to do that.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL



Supposedly the inside cover of the new 'dex

Friend of mine from arizona has the codex, I made a list out of it for tomorrow... its just plain cool.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Feast of Blades stuff: Good fun... if I remember right (and I'm sure I don't, so correct me if I'm wrong).

mcbrutakka = 25 battle points
ExdeathYourJudge & Doctarro = 18
Micah = 14
Zac = 12

Let me know if that's wrong. I think I'll keep an average Battle Point score for everyone and at the end of each semester I'll do a GameRoom gift card for the winnner or something like that.


Automatically Appended Next Post:
Another release rumor:

Supposedly the next chaos supplements will be one for each Chaos god... Book of Khorne, Book or Nurgle....

This message was edited 2 times. Last update was at 2013/08/17 21:14:21


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Stinky Spore





waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggghhhhh
SPACE MAREENS *In British Accent

No matter what you do, you can always make it more orky. 
   
Made in us
Fresh-Faced New User





Noooooooooooo I deny the Ultramarine release date! Choose another date! Get off my B-day!
Also if you DO get some Centurions, I wanna try them out myself, they look cool, and Eldar need more 2+ everywhere

This message was edited 1 time. Last update was at 2013/08/24 16:19:44


Striking Scorpions~<3
Howling Banshees~<3
Dire Avengers~<3
And yes, my Avatar is a Pony Autarch, deal with it  
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

Spoiler:

Strikeforce is the replacement for the Battleforce but instead a "starter army" box built around a theme of some kind. So more of starter box than the current Battleforce is. Every army will get one eventually that will be named after something relevant to that army (example: Wraithhost for Eldar).

240 Points for 3 Centurions with Grav-Cannons/Grav-Amps and Hurricane Bolters. 60 point upgrade for Grav-Cannon/Grav-Amps.

Assault Centurions have Move Through Cover

"Chapter Tactics I got to use that one turn" < Ultramarines CT

Codex: Space Marines is largely in line with Codex: Dark Angels points wise.

176 Pages in their copy of the codex (same as rumored)

Hunter has "Savant-Lock". When shooting at a flyer you put a marker on it for each miss. The markers stay on the flyer until it leaves the table or is destroyed. At the beginning of every friendly shooting phase you roll for those markers. On a 5 or a 6 that missle hits.

Artwook is nice, and book is Space Marines more in a general form. More updated fluff, not just the rehashed fluff.

Some of the classic Black and White was colored, but a lot of new art too.

Book is in sections for each chapter and a large number of the Successor Chapters to help players know who should be using what rules.

Salamanders don't really have any successor chapters because their chapter had suffered a large number of casualties so they have a larger number of Marines in their chapter.

"Equivilant to Forge World background" in terms of fluff.

Forgeworld fluff included in the codex.


Warlord Traits - Only Chart for the Codex
1. Angel of Death - Warlord and his unit have the Fear special rule.
2. Imperium Sword - One use only. Declare that your Warlord is using this at the start of one of your assualt phases. The Warlord and his unit have the Furious Charge special rule until the end of the turn. (Sicarius has this one!)
3. Storm of Fire - One use only. Declare that your Warlord is using this at the start of one of your shooting phases. For the duration of that phase a single frienly unit from Codex: Space Marines may re-roll any failed to-hit rolls.
4. Rites of War - When taking morale tests friendly units from Codex: Space Marines within 12" of the Warlord use his characteristic instead of their own.
5. Iron Resolve - When determining your assault results add +1 to your total if the Warlord is locked in that combat.
6. Champion of Humanity - If your Warlord causes the enemy Warlord to be removed from play in a challenge he scores D3 extra victory points in addition in the usual amount of points given for slaying the enemy Warlord in this scenario. Note that killing the enemy Warlord in a sweeping advance does not reward these extra victory points.


Chapter Tactics

Successor Chapters - You use whatever chapter tactics of your parent chapter is. The ONLY Exception is the Black Templar.

Homebrew - You can pick any tactic you want and use the Special Characters of that chapter. Those characters have to use the same Chapter Tactics as the same Chapter their from.

Allies - "A Space Marine Detachment that has one set of Chapter Tactics MAY ally with another Space Marine Detachment with a different set of Chapter Tactics, Ultramarines and Raven Guard for example. For purposes of the Allies rules these allies are treated as being from two different codexes and are treated as Battle Brothers. Note that you may field models from two different chapters that have the same Chapter Tactics, such as Ultramariens and Praetors of Orpheus in the same detachment. These chapters are so closely affiliated that they count as a single army on the battlefield."

Ultramarines - Combat Doctrine: This detachment can utilize each of the following combat doctrines once per game. To do so at the start of your turn you state which combat doctrine you wish to use, if any, until the start of your next turn. You can only use one combat doctrine per turn.
Tactical: Units in this detachment re-roll ones while shooting, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase.
Assault: Units in this detachment can re-roll their charge range. Assault squads, bikes, or attack bikes instead have the fleet rule.
Devastator: Units in this detachment may re-rolls to-hit on snap shots, including overwatch shots, in addition models in this detachment's Devastator squads have the relentless unless they disembarked from a transport in their movement phase.

White Scars - BOTH RULES ALL THE TIME
Born in the Saddle: Models in this detachment with the Bike Unit Type automatically pass Dangerous Terrain tests, and recieve a +1 to their Jink Cover Saves. In addition add 1 to their Strength when resolving their Hammer of Wrath hits.
Fight on the Move: Models in this Detachment have the Hit and Run Special Rule. Note that this does not include models in Terminator Armor, Devastator Centurions or Assault Centurions.

Imperial Fists - BOTH RULES ALL THE TIME
Bolter Drill - Models in this detachment may re-roll all to-hit rolls of 1 made with a bolt pistol, boltgun, stormbolter, heavy bolters, or combi-weapons that are firing as boltguns. This rule does not apply to Helfire, Kraken, Vengence or Dragonfire rounds.
Siegemasters - Models in this detachment in Devastator squads and Centurion Devastator squads have the Tank Hunter special rule and add +1 when rolling on the building damage table.

Black Templars - BOTH RULES ALL TIME
Accept Any Challenges, No Matter the Odds: When engaged in a challenge, Black Templar Characters reroll all failed to-hit rolls, and have the Rending Special Rule.
Crusaders: Black Templars have the Crusader and Adamantium Will Special Rules. In addition Black Templars have access to a special unit called a Crusader Squad.

Iron Hands - BOTH RULES ALL THE TIME
The Flesh is Weak: Models in this detachment have the Feel no Pain on a 6+ Special Rule. Note that if they benefit from more than one instance of Feel no Pain they use the best version available.
Machine Empathy: All vehicles and characters in this detachment have the It Will Not Die special rule even though vehicles do not have Chapter Tactic special rules. Furthermore, Techmarines and Masters of the Forge in this detachment add +1 to their Blessing of the Omnissiah rolls.

Salamanders - BOTH RULES ALL THE TIME
Flamecraft: Models in this detachment can re-roll their saving throws against wounds caused by flamer weapons as defined by the Warhammer 40,000 rulebook. Furthermore, flame weapons used by models in this detachment re-roll failed to-wound rolls and armor penetration rolls that don't cause a glancing or a penetrating hit.
Master Astisan: During the army selection each character in this detachment may upgrade on of his weapons, even one they have purchased as an upgrade, to have the Mastercrafted Special Rule at no additional cost.

Raven Guard - BOTH RULES ALL THE TIME
Strike from the Shadows: Models in this detachment have the Scout Special Rule. In addition, on the first game turn, models in this detachment have the Stealth Special Rule. Note that units that include models with the Bulky or Very Bulky Special Rules do not benefit from either rule.
Wings of Deliverance: Jump Infantry Models in this detachment may use their Jump Packs in both the movement and assault phases of the same turn. Futhermore, they must re-roll all failed to-wound rolls caused by their Hammer of Wrath hits.

COUNT AS: If you want to use Vulkan in a Ultramarines army you have to play use the Salamander Chapter Tactics. So you CAN do "count-as" but you lock yourself into their Chapter Tactics.

Black Templars: + Gains / - Losses
- No More Vows
- No More Marshalls or Castellans
- No More Terminator Command Squads
- No More Master of Sanctity/Reclessiarchy
- Sword Brethren are no longer units
- No More 2 Heavy Weapons in a 5 man Terminator Squad
- No More special rule upgrades (Tank Hunter, ect)
- No More Storm Shields on Assault Squads
- No More extra power weapons in bike squad
- No More Fearless in Close Combat
- No More Righteous Zeal
- Some Flavor
- Most Heavy Weapons +5 more
- No More Power of the Machine Spirt upgrade

+ Chapter Master and Captains
+ Honor Guard
+ Regular Chaplains
+ Master of the Forge
+ Tactical Squads
+ Scout Squads
+ Land Speeder Storm
+ Vanguard
+ Sternguard
+ Ironclad Dreadnoughts
+ Centurions (Assault and Devastator)
+ Scout Bikes
+ Devastators
+ Whirlwinds
+ Hunter
+ Stalker
+ Land Raider Redeemer
+ Crusader Squad keeps Land Raider Crusader as a Dedicated Transport
+ Initiates are 5 points cheaper (counting Frag and Krak Grenade upgrades)
+ Sword Brother option in Crusader Squad
+ Keep Initiate Power Weapon/Fist option
+ Neophyte leadership increased to Ld 8
+ Neophyte Shotguns S4
+ Crusader Squad keeps Pistol and Chainsword option
+ Crusader Squad Organization stays the same


Special Characters:
Marneus Calgar:
- 275 Points
- Artificer Armor standard (2+)
- God of War: May use a single Combat Doctrine twice per game
- Titanic Might: Re-rolls all armor penetrating hits in close combat. He may reroll glancing hits to attempt to get a penetrating hit. Must accept the second roll even if it is worse than the first.
- Warlord Trait: Rolls 3 times on the Warlord Table, rerolling doubles, and chooses a single Warlord Trait.
- Weapons and Ammo still the same. Terminator Armor still has Frag and Krak Grenades. Retain his Teleport Homer.
- Terminator Armor is 10 points and doesn't prevent sweeping advances.


Captain Cato Sicarius:
- 185 points
- Surprise Attack: +1 to Reserve Rolls
- Weapons still the same
- Battle-forged Heros: Pick a Tactical Squad and they gain Counter-Attack, Infiltrate or Scout.
- May still use the Coup-de-Grace with his sword.
- Warlord Trait: Rites of Battle

Tigirius:
- 165 points
- +1 Wound
- Master Psyker: May re-roll any or all of his rolls to choose which powers he knows. He has access to all the powers.
- ML3
- Hood of Hellfire: Psychic Hood that allows you to re-roll failed psychic tests
- Rod of Tigiruis: Same as before with the addition of Soulblaze
- Gift of Prescience: If your army contains Tigirius you may choose to re-roll reserves and apply the result to units of the same attachement.
- Warlord Trait: Storm of Fire

Cassius:
- Zealot
- All equipment the same
- Warlord Trait: Angel of Death

Telion:
- Chapter Tactics Ultramarines
- Same points cost
- Same rules

Sergeant Chronus:
- -20 points
- +1LD
- His vehicle gains It Will not Die

Khan:
- -35 points (bike is still 20 point upgrade)
- Bike does D3 Hammer of Wrath hits
- Furious Charge
- If Khan is your warlord friendly models with the Chapter Tactics White Scars special rule that are bikes or have dedicated transports have the Scout special rule.
- Khan makes all bike squads who are 5 bikes or more count as troop choices.
- Warlord Trait: Champion of Humanity

Vulkan:
- The Forgefather: If Vulkan is your warlord, all meltas, multi-meltas and combi-meltas in this detachment become twin-linked.
- Lost Digital Weapons
- Warlord Trait: Iron Resolve

Shrike:
- 185 points
- Stealth
- Before deploying Shrike can only join a Jump Infantry unit
- Lost Fleet
- Weapons stayed the same
- Warlord Trait: Angel of Death

Lysander:
- +30 Points
- No more Bolter Defenses
- Icon of Obstinancey: All models with the Imperial Fist Chapter Tactics re-roll failed morale and pinning checks
- Same wargear
Warlord Trait: Champion of Humanity

Chapter Master Pedro Kantor:
- +1 Attack
- Oath of Rynn: If Chapter Master Kantor is your Warlord all models in Crimson Fist detachments have the Preferred Enemy (Orks) Special Rule. Furthermore, all such models within 12" of Kantor have +1 Attack while he lives. This bonus does not affector Kantor, and is not cimulative with the similar bonuse that the Chapter Banner gives.
- Still has Hold the Line: Crimson Fist Sternguard Veterans are scoring
- Same Wargear and points
- Warlord Trait: Iron Resolve

Helbrect:
- 180 points
- +1 WS
- Rites of Valor - Gone
- Crusade of Wrath: Once per game, during the Assualt Phase, all models with the Black Templar Chapter Tactics gain Hatred and Fleet until the end of the phase.
- Sword of the High Marshalls is the same
- Legacy of Dorn (+D3 attack on the charge) same

Grimaldus:
- 185 Points
- -1 BS
- +1 Wound
- -1 Attack
- It will Not Die (replaced "Only in Death Does Duty End"
- Zealot
- Relics of Hellsreach: Any Black Templar of a servitor in 6" gains a 6++ Invunerable save.
- Unmatched Zeal: Black Templar models within of 6" of Chaplain of Grimaldus have the Zealot special rule.

Emperor's Champion:
- Uses HQ Slot
- 140 Points
- 2+/4++
- Black Sword: AP2, Mastercrafted
- Combat Stances:
Smite the Unclean - +2 Strength, Black Sword is two-handed and unwieldy
Slay the Heretic - Rolls of 6s to wound are Instant Death
- Bolt Pistol gives extra attack (unless using Smite the Unclean)




Automatically Appended Next Post:
Lots more details. I think UM got better with more info... especially with new info on Tigurius.

This message was edited 2 times. Last update was at 2014/01/04 07:44:16


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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Hey, I just wanted to ask if I can use my Terminators..... Which I have a lot of and are currently gathering dust in there cases..... As Wraithguard and Wraithblades? I was thinking normal Termies for the Guard, and Assault Termies for the Blades. I plan to give them a test run before I devote really money into the models........ Ugh, resin. Plus they are actually MORE expensive then Termies in price tag.
Plus I've been reading the Iyanden Supplement..............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
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...... Words cannot describe the utter rage I have. At all. Period.

Also I wanna ask a question:
In a particular mission in the Supplement, taking place before the whole Tyranid thing, Prince Yriel uses a weapon called The Prince's Blade. This replaces his stupid Cursed blade for the mission, and is a Power Lance that has +1 Strength and AP3 on the charge, otherwise being an AP4 Power Lance. Can I PLEASE switch for the Power Lance instead of the Cursed blade?
Yes, I am literally asking to switch out an AP3, Fleshbane, Armourbane weapon for a Power Lance. Massive downgrade, the only GOOD thing being is that Yriel loses his Cursed rule, i.e. the "Must roll saves of 6". If you let me use the Lance, I would actually have a reason to use Yriel, and get the model, otherwise........... Never, EVER gonna use him.

This message was edited 2 times. Last update was at 2013/08/29 23:02:17


Striking Scorpions~<3
Howling Banshees~<3
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Exdeath, I'm fine with both (the tryout proxies and the Yriel)


Automatically Appended Next Post:
http://www.youtube.com/watch?v=OERW6DuG5Qg

I'll leave this here

This message was edited 1 time. Last update was at 2013/09/02 06:20:24


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
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http://www.scribd.com/doc/162563979/Death-Korps-Siege-List-6th

Death Korps Krieg updated rules... pretty sure its on the FW site too

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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Heeeeey Rooooooooney, guess what?
Wanna know who cant be removed from the field with your Shock Attack gun?
Saint Celestine~ Go check the Sister's of Battle FAQ!

This message was edited 3 times. Last update was at 2013/09/11 03:02:23


Striking Scorpions~<3
Howling Banshees~<3
Dire Avengers~<3
And yes, my Avatar is a Pony Autarch, deal with it  
   
Made in us
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Looks like Flatcon is October 25th, 26th, and 27th! http://www.flatcon.com/default.shtml


Automatically Appended Next Post:
BPs updated

This message was edited 1 time. Last update was at 2013/09/14 20:35:30


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
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Flatcon 2013 Doubles Rules

Army Composition:

The game is played at 2500 points, using a two detachment force organization chart, with each player allowed 1250 points to spend on their detachment.

The primary detachments do NOT need to be drawn from the same codex.

No player may take allies. Your partner is your ally for the doubles tournament.

Desperate Allies and Come the Apocalypse do not apply. These are instead treated as

If the primary detachments are drawn from the same codex, they count as “same army” so army wide special rules, where appropriate, apply to both detachments. E.G. Belial will make Deathwing Terminator Squads troops in both detachments, but White Scars and Ravenguard are Battle Brothers as normal.

Each primary detachment may take its fortification.

If both primary detachments are drawn from the same codex, they follow the rules for Battle Brothers, and are allowed to ride in each other’s transports.

No duplicate units other than troops and dedicated transports may be taken within a given detachment. This applies to units that are made troops by ways of special rules, such as Ravenwing Bike Squads with Sammael leading one of the detachments.

Imperial Armour units are allowed so long as they are not meant for Apocalypse games. Due to the uncommon nature of these units, no more than one of a given unit may be used per team, but squadrons may be filled out as normal.

Materials:

Each team is responsible for providing three Objective markers.

Each player is responsible for bringing five copies of their army list: one for the judges, one for each round’s opponents, and one for the player himself. Each player is responsible for bringing his own dice, tape measure, and codex. Each team should have a copy of the core rule book. Each player is responsible for having the up-to-date FAQ for his or her Codex, and each team should have a copy of the core book FAQ.

The tournament will also abide by Adepticon’s FAQs, but the TOs make any final judgments on rulings.

Set Up:

Terrain will be pre-set up by the TOs. Terrain changes are not permitted. Caveat emptor on the Fortress of Redemption.


Micah, no 30k, but otherwise should be good with a similar list using the new 'dex.

But, for everyone I'd recommend running battle brothers or better. Though it looks like Nids can be used with other forces.


Automatically Appended Next Post:
Oh Jeffery, new codex says Calgar didn't lose to swarmlord, he pulled back, hunted it down and killed it

This message was edited 1 time. Last update was at 2013/09/18 02:41:56


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
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And I also assume in the new Codex says Calgar fought 20 Avatars while he was blindfolded and wearing nothing more then his underwear right?
At least Eldrad vs. Failbaddon is possible, that on the other hand is Wardification

Striking Scorpions~<3
Howling Banshees~<3
Dire Avengers~<3
And yes, my Avatar is a Pony Autarch, deal with it  
   
Made in us
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http://www.flatcon.com/default.shtml

We'll try and meet at my house @8 on the 26th and convoy down


Automatically Appended Next Post:
http://getevengaming.wordpress.com/flatcon-2013-bring-out-the-big-guns/


Automatically Appended Next Post:
Some stuff from another thread that I wanted to put here for future reference (too much math, don't want to do it again)

Spoiler:

Ok, we're throwing around some crazy numbers. Lets nails these down: 5 Segmentums with sectors 200 ly across, using the BFG estimates of degree at which wilderness space exceeding controlled space, that's roughly 5,000 sectors per Segmentum (I'm averaging, they're clearly not all the same size). Each sector Battlefleet has roughly 50 warp capable craft (as per BFG), the majority of which are frigates and destroyers. Drawing from a few campaign maps I can find (FF, Abnett, Black Crusades etc), it looks like 5 is a reasonable number of subsectors per sector

We learned in the Eisenhorn and Ravenor series and the Word Bearer novels that a subsector is roughly 10 settled planets with a recognizable population. Given the sparse settling patterns of some planets, the medieval worlds and agri worlds that have villages at best across them and the dense populations of others, a million seems to be a reasonable and very conservative estimate of "average" population.

So, 10 planets x 5 subsectors = 50 substantially occupied planets in a sector... which is usually as large as scale as a military operation we get in a novel or campaign book

50 planets for 50 warships to protect explains why enemies can dig in on Imperium planets (as they often do in the novels) before help arrives.

50 planets x 5,000 sectors = 250,000 significantly occuppied planets in a Segmentum or 1,250,000 planets in the Imperium (if you hunt my numbers, you'll see that I'm being very conservative on all of this).

After that its up to you to decide how many regiments per million the IoM has, but it is 50 warships per 50 planets/ 50 million people so you scale from there. Looking at the Gaunt and other IG novels, I feel safe saying that a 1:2 ratio between warships and deployable (non-PDF) regiments with their attending support would work.

Going with a very low number of 2,500 troops or 50 tanks per regiment (pulling from the IA books)... that's 5,000,000,000 IG personnel (many in tanks etc) not tied down to a planet's defense but able to be deployed in actions across the IoM... so a 5,000 to 1 odds for a Space Marine (but again, there's room for tanks and such already figured in, and that doesn't account for all the IG and PDF not being moved around from warzone to warzone, which I think would very conservatively would be 10 times that amount). I feel this compliments well with IG codex numbers on page 6.

So... being very very conservative with the fluff and numbers, that's 55,000 to 1 odds against our Marines (again with tanks and their crews counting as "1", and without Titans, Navy, etc factored in at all).

...dang, now I have to close the 20 tabs and clear as many books, novels, and print out on my desk. I've always wanted to do that. You could easily make a case for x1,00 or more increase in that number (especially in planetary population, but I intentionally went with fleet support to IG assets as a basis for figuring, as that was a hard number in the fluff and easier to estimate off the BL sources), because I always went with the lowest numbers supportable, which vary widely. If you scale it beyond x100 then some of the dominant sources, like codices, supplements, and the rulebooks fluff doesn't work... but at 55,000:1 to 5,500,000:1 I really didn't have to violate too many sources and the big ones kept their integrity.

I've left all the math open for you all, so you can play with my numbers where you feel I've errored (or if I made a mistake) and adjust it all accordingly.

You're welcome


Spoiler:
Ok, we're throwing around some crazy numbers. Lets nails these down: 5 Segmentums with sectors 200 ly across, using the BFG estimates of degree at which wilderness space exceeding controlled space, that's roughly 5,000 sectors per Segmentum (I'm averaging, they're clearly not all the same size). Each sector Battlefleet has roughly 50 warp capable craft (as per BFG), the majority of which are frigates and destroyers. Drawing from a few campaign maps I can find (FF, Abnett, Black Crusades etc), it looks like 5 is a reasonable number of subsectors per sector

We learned in the Eisenhorn and Ravenor series and the Word Bearer novels that a subsector is roughly 10 settled planets with a recognizable population. Given the sparse settling patterns of some planets, the medieval worlds and agri worlds that have villages at best across them and the dense populations of others, a million seems to be a reasonable and very conservative estimate of "average" population.

So, 10 planets x 5 subsectors = 50 substantially occupied planets in a sector... which is usually as large as scale as a military operation we get in a novel or campaign book

50 planets for 50 warships to protect explains why enemies can dig in on Imperium planets (as they often do in the novels) before help arrives.

50 planets x 5,000 sectors = 250,000 significantly occuppied planets in a Segmentum or 1,250,000 planets in the Imperium (if you hunt my numbers, you'll see that I'm being very conservative on all of this).

After that its up to you to decide how many regiments per million the IoM has, but it is 50 warships per 50 planets/ 50 million people so you scale from there. Looking at the Gaunt and other IG novels, I feel safe saying that a 1:2 ratio between warships and deployable (non-PDF) regiments with their attending support would work.

Going with a very low number of 2,500 troops or 50 tanks per regiment (pulling from the IA books)... that's 5,000,000,000 IG personnel (many in tanks etc) not tied down to a planet's defense but able to be deployed in actions across the IoM... so a 5,000 to 1 odds for a Space Marine (but again, there's room for tanks and such already figured in, and that doesn't account for all the IG and PDF not being moved around from warzone to warzone, which I think would very conservatively would be 10 times that amount). I feel this compliments well with IG codex numbers on page 6.

So... being very very conservative with the fluff and numbers, that's 55,000 to 1 odds against our Marines (again with tanks and their crews counting as "1", and without Titans, Navy, etc factored in at all).

...dang, now I have to close the 20 tabs and clear as many books, novels, and print out on my desk. I've always wanted to do that. You could easily make a case for x1,00 or more increase in that number (especially in planetary population, but I intentionally went with fleet support to IG assets as a basis for figuring, as that was a hard number in the fluff and easier to estimate off the BL sources), because I always went with the lowest numbers supportable, which vary widely. If you scale it beyond x100 then some of the dominant sources, like codices, supplements, and the rulebooks fluff doesn't work... but at 55,000:1 to 5,500,000:1 I really didn't have to violate too many sources and the big ones kept their integrity.

I've left all the math open for you all, so you can play with my numbers where you feel I've errored (or if I made a mistake) and adjust it all accordingly.

You're welcome

EDIT: Somethings I've thought of as an addendum: I left the Segmentum Bastion Fleets, Command Fleets, and Reserve Fleets out of the figures, as we have no hard data as to how they scale out and were their additional assets are drawn from. I must also comment that the fluff in most novels, codices, and the main rulebook is actually fairly consistent and the numbers figured from one source often complimented the other... surprising isn't it?

EDIT2: made it 5 subsectors to a sector so that there is roughly a million worlds, nothing else really needs to change, as I scaled it all to sectors, not planets

This message was edited 4 times. Last update was at 2014/01/04 07:54:45


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
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Headed to the first night of Flatcon with my Brother
Wish him luck

Striking Scorpions~<3
Howling Banshees~<3
Dire Avengers~<3
And yes, my Avatar is a Pony Autarch, deal with it  
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

 ExdeathYourJudge wrote:
Headed to the first night of Flatcon with my Brother
Wish him luck


Good times that Flatcon. We're playing the next two weekends FYI. Probably running the flatcon missions this weekend

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
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Resolute Ultramarine Honor Guard






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House Rules for Squad Praxor
List Building
Can only run units from 2 codices
No named/unique characters in an allied detachment
Only 1 Lord of War = Apoc, FW, or formations count. Cannot exceed 25% of total points
D weapons drop to 40k blast sizes and become S10 AP1 Primaries
30k Marines can ally with Imperial guard… only HQs, cavalry, and Infantry Units

Gameplay = Rerolling a failed 2+ of any sort will only succeed on a 4+

Codices
Adepta Sororitas -5% points costs for a primary AS detachment’s AS units
Orks -10% points costs for a primary Ork detachment’s Ork units
Marines 1 unit TDA = +1 T Dreadnaughts = +1 HP
Eldar +1 T for 1 Phoenix Lord FC for HB and SS
Dark Eldar -5% points costs for a primary DE detachment’s DE units
Tau Kroot = +1 A

Truthfully, I'd also add 10% boost for CSM and give Bloodletters, demonettes, and Bloodcrushers +1 A, but as I play them it won't seem fair

This message was edited 3 times. Last update was at 2013/12/20 06:28:07


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

I'm thinking all walkers +1 HP. Probably should even get more help, but this works.

IG, lumbering behemoth: allows any 2 weapons to fire at full BS even if one is a Ordanance weapon.

DE, maybe allow them 12" movement in DTs and still disembark instead of a 5% boost

Daemons: +1 T to troops and their mounted counter parts in combat


Automatically Appended Next Post:
Nids: ggenestealers (all types) get stealth if they moved.

This message was edited 2 times. Last update was at 2014/01/08 21:46:01


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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@mkbrutaka, please remember to bring the Necron stuff on Monday, otherwise, it'll just be Tau
   
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kambien wrote:
 Lobukia wrote:
@kambien, you are the reading comprehension poster boy

?


Too funny to not pass on. Lol!

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
Resolute Ultramarine Honor Guard






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Here's a summary from blood of kittens blog... if you go there, some good pics. Experts seem to think its a solid dex, interwebz think its weak. I dunno

Spoiler:
Pretty much everything...

Shadow in the Warp:
Shadow in the Warp gives enemy psykers -3 LD when within range.
The HQ Options:
For starters, I note there's no rule that makes the Tervigon a troop choice. They are HQ, and you pretty much have to surrender a Hive Tyrants to take one. The only real upside is that they produces the same 'Gaunts you use as a troop choice, along with all the upgrades. Sorry, I am blind (see replies below). For every brood of 30 (all 30) Gaunts you can get one as a troop choice.
It's interesting to see Deathleaper as a HQ choice, and at 130 pts only snap shots can be taken at him. Not bad, but he lacks synapse. The Swarmlord is now 285 pts, with little in the way of new features to recommend it. The Tyranid Prime at 125 pts is a bit pricey, since it also chews up a HQ slot, and Old One Eye is a similar waste of a HQ slot.
The Troops:
Termagant broods up to 30 now, with a lot more options. Genestealers remain a bit rubbishy, and seem to need synapse (although they do have Ld 10). Warriors have a bigger range of guns (but note there's still nothing in the whole book with skyfire). Overall, nothing to see here. Move on.
Fast Attack:
The Harpy (135 pts) and Crone (155 pts) are what everyone's looking at I suppose. Harpies haven't changed much, except the screech now gives the enemy -5 Init. There is no more giant spore mine bomb. The Crone is basically a flying flamer, with Str 5 Haywire missiles. I think you'll be taking them, because there's really no anti-air option otherwise.
Raveners seem to have lost rending.
Elite:
Hive Guard cost upped by 5 pts, not many rules changes. They have a Haywire gun they can take now. I am kind of sorry to lose the Ymgarl Genestealers, as I liked the flavour, but gone they are.
The venomthropes are kind of awesome, with their shrouded rule and poisoned 2+ attacks. But will you drop Hive Guard to take them? I dunno...
The Haruspex is built to rip apart infantry mobs, and little else. It has a Str 6 tounge (assault 1), and 3 attacks. Each unsaved wound gives it another attack. And it heals back its bank of 5 wounds for every wound it inflicts, and can also take regen. It's a little bit specialised for my tastes, at 160 pts.
Heavy Support:
Mawlock is the biggest improvement IMHO. Dropped to 140 points, and if it doesn't clear the area the S6 AP2 hit happens AGAIN. It also ignores cover now. Mind you, if it doesn't clear the area on the second try, you get a mishap roll. It also can't burrow on the very first turn like before, and loses the option for Regen.
The Trygon has gone up to 190 points, lost one attack, and...yeah. That's it. Everything else is the same. The Trygon Prime might actually see more use, there being a bigger need for synapse now. But 230pts is kind of extreme just for the synapse, no?
The Exocrine (170 pts) is kind of awesome, with Assault 6, Str 7, AP2 shots. Or it can drop a big blast. Park its butt for a round, and it's +1 BS. The Tyrannofex is dropped to 175 pts....
Well a few things have been fixed about the old Codex. Warriors have flesh hooks as an option, which are assault 'nades. The Lashwhip adds +3 init instead of dropping things' init to 1, which I think is better.
The Carnifex is down to 120 pts, and its Hammer of Wrath does D3 attacks which is nice.
Double ST just gives one more attack. No re-rolls...
Genestealers come with Rending claws, but yu can buy ST for 4 pts per model
Hormagaunts are Fleet, Move Through cover, and have bounding leap (run +3 inches)
Haywire weapons. The flying Crone has Haywire missles, and the Hive Guard can buy a Haywire "shock cannon". Also, the electroshock Thorax swarm is now Haywire.
The Lictor's Pheromone trail says any model can drop within 6 inches of it when deep striking without scattering (again, don't have the old book here to compare, sorry)...
One pair of talons gives you the amazing standard attack as stated on the profile, at AP 6.
Heavy Venom = 36', Str 9 AP 4, Assault 1 Blast
Venom = 36', Str 6 AP 4, Assault 1 Blast
Zoanthropes have Warp Blast psyker power. Takes 2 charges, and is 24' Str 5 AP 3, Assault 1 Blast, OR 18', Str 10, AP 2, Assault 1 Lance...
The Lictor doesn't scatter when deep striking. The flesh hooks have lost rending. Overall it uh...sucks I think. But it IS 50 points!...
Further clarification: The Lictor has rending claws (one set), and one set of ST. It has flesh hooks (assault 2, user Str), stealth and Hit and run, phermone trail, infiltrate, and move through cover. Stats are: WS 6 BS 3 S 6 T 4 W 3 I 6 A 3 Ld 10 Sv 5+...
Deathspitter 18', Str 5, Ap 5, Assault 3
Zoanthropes are a psychic brotherhood (level 2), that always know warp blast. So they generate one more.
Speaking of which I just noticed: The Tervigon is now 195 points, and is mastery level 1. So its psyker powers got nerfed a bit I think.
The new mechanic in the book is that instinctive behaviour is now lurk, feed, and hunt. Basically lurk means camping there, feed is assault, and hunt is shooting. If you fail leadership and they go on instinct, something bad happens on a 1-3 (lurkers fall back, shooters go to ground, feeders attack one another). On a 4-5 its something like can only assault, can only shoot, etc. On a 6 they gain a small bonus (feeders get rage, lurkers get stealth, shooters get preferred enemy.
The Prime still boosts the warriors as always...
The Trygon tunnel is the same as before (mark it, others come out from it, blah blah).
Tyranid melee weapons come as pairs. Each pair is a single melee weapon. A tyranid mist fight with TWO pairs of ANY melee weapon to gain a bonus attack for using two weapons. A Ravener with two pairs of ST gains a bonus attack, or a Stealer with rending claws and a pair of ST does as well.
Crushing claws gives + 1 Str, AP 2, Armourbane, and Unwieldy
Shrikes are still around, with 5+ save...
Some other points (again, sorry this is in bits and pieces, I am sneaking glances):
No Doom of Malantai, No Parasite. No mycetic spore. I do see the Red Terror is back (if he hits 4 times, he swallows a guy).
Warlord Traits:

1 - Nature's Bane - At the beginning of each movement phase, select one jungle within 12' of the warlord. It becomes carnivorous for the game.
2 - Heightened Senses - Warlord and Nids within 12' have Night Vision.
3- Synaptic Linchpin - Warlord has 18' synapse
4 - Mind Eater - 2 VP for independents slain by warlord in a challenge.
5 - Digestive Denial - After deployment, pick one piece of terrain on opponent's side that was NOT paid for. Cover save worsens by one. (4+ becomes 5+, etc.)
6 - Adaptive Biology - Warlord gains FNP (5+) on next movement phase after it suffers a wound. (For rest of game)

Instinctive Behavior

(As before, Fail Ld and be out of synapse for this to happen)
Instinct (Lurk)
1 - 3: Survive. The unit is treated as having failed a morale test and immediately falls back
4 - 5: Seek Cover. In the movement phase the unit is not slowed by difficult terrain, but still must take Dangerous Terrain Tests. In the shooting phase, the unit can run, but can only shoot if it is in a building or area terrain. The unit cannot charge in assault.
6: Stalk. As 4-5, but gains stealth.
Instinct (Hunt)
1 - 3: Burrow and Hide. The unit immediately goes to ground. If there is a fearless model, use results from 4-5 instead.
4- 5: Prowl. In the shooting phase, the unit cannot Run and must shoot at the closest enemy unit within range and line of sight. If there is no viable target, do nothing. Cannot charge in assault.
6: Destroy. As Prowl above. Also gains preferred enemy.
Instinct (Feed)
1-3: Cannibalistic Hunger. Unit suffers hits equal to number of models in the unit. Use majority strength, AP -. Wounds allocated by owning players. Armour saves okay, but no cover saves. Unit can do nothing. If it is a single model, use devour (as if rolled 4 - 5).
4-5: Devour. Cannot shoot or run. In Assault, must charge closest enemy or do nothing.
6: Kill. As above, but gains rage.
Individual Units

Carnifex: 120 pts

WS 3, BS 3, S 9, T 6, W 4, I 2, A 3, Ld 7, Sv 3+

Fearless, Instinct (Feed), Living Battering Ram (D3 Hammer of Wrath hits)

May replace ST with crushing claws (15 pts)

May take any bio-morph, spine banks (5 pts), or Bio Plasma (20 pts). May take Thresher scythe (10 pts) or Bone Mace (15 pts) tail morphs.

Infantry (Character), HQ, 130 points, Mind Eater Warlord Trait (2 vp for killing characters in challenge)

Death Leaper - IC

WS 9, BS 3, S 6, T 4, W 3, I 7, A 4, Ld 10, Sv 5+

Rending claws, ST, flesh hooks

Chameleonic skin, Deep Strike, Fear, Fleet, Hit & Run, Infiltrate, Instinctive Behaviur (Lurk), Move Through Cover, Phermone Trail, Stealth

It's After Me! (Lower a character's Ld by D3)

Where is It (Enemy models can only fire snap shots when targeting Deathleaper)

Raveners: 30 pts

WS 5, BS 3, S 4, T 4, W 3, I 5, A 3, Ld 6, Sv 5+

Deep strike, Instinct (Feed), two pairs of ST. Any Ravener can exchange one pair of ST for Rending claws at 5 points per model.

Can take Spinefists (3 pts), Devourer (5 pts), Deathspitter (10 pts). One Ravener in the *army* may be upgraded to Red Terror for 85 points:

Red Terror

WS 6, BS 3, S 5, T 5, W 3, I 5, A 4, Ld 8, Sv 4+

Two pairs of ST, Prehensile Pincer (see that tail list I posted up there), Deep Strike, Swallow Whole (if it hits with 4 attacks, it auto kills a guy. The guys gets his invuln save and that's it)

Biovore (40 pts)

WS 3, BS 3, S 4, T 4, W 3, I 2, A 2, Ld 6, Sv 4+

Spore Mine Launcher 48', S 4, AP 4, Assault 1, Barrage, Last Blast, Spore Burst

Rules are a bit long winded, but seem about the same.

Pyrovore looks about the same as well. Template weapon, acid maw, explode when you kill them, etc.

Venomthrope 45 points.

WS 3, BS 3, S 4, T 4, W 2, I 3, A 2, Ld 6, Sv 5+.

Lash whips (+3 Init), confers shrouded on self and wihin 6'. Poisoned 2+, Instinct (Feed). Toxic Miasma: Usable once per game, in assault. During init step 1, all enemy units enaged in combat take hits = models in base to base. Hits are Str 3, Ap -. Poisoned and ignores cover.

Nameless, Brainleech Devourer is 18', S6, AP-, Assault 6.

Swarmlord: 285 pts

Ws 9, BS 4, S6, T 6, W 5, I 6, A 4, Ld 10, Sv 3+

MC, Character

Warlord Trait: Synaptic Lynchpin (18' synapse)

Psyker level 3, Shadow in the Warp, Synapse

Alien Cunning: Must add 1 to reserve rolls

Swarm Leader: At beginning of turn, choose either Swarmlord's Unit, are a friendly unit within 18'. Unit gains Furious Charge, Monster Hunter, or Preferred Enemy till end of turn.

Swarmlord generates powers from Pwers of the Hivemind.

TWO pairs of Bone Sabres: Str User, AP2, Blade Parry (4+ invuln against wounds caused by melee weapons), Instant Death

Ripper Swarm: 39 pts
3 bases +13 pts per base
WS 2 BS 2 S 3 T 3 W 3 I 2 A 4 Ld 5 Sv 6+
May take Spinefists, toxin sacs, adrenal glands, and deep strike.
Warriors are 30 points per model (I don't have the old book on me to refer)
Warrior: 30pts
WS 5 BS 3 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 4+
Biomorph/Weapons Cost List
Basic Bioweapons: (warrior options I think)

spinefists free
devourer free
Deathspitter +5

Basic Biocannons:

Barbed strangler +10
Venom Cannon +10

Monstrous Biocannons:

Twin linked Deathspitter +5
Twin Linked Devourers with BL worms +15
Stranglethorn Cannon +15
Heavy Venom Cannon +20

Close Combat Bioweapons:

Rending Claws +5
Two Boneswords +15
Lashwhip and Bonesword +20

Thorax biomorphs:

Shreddershard Beetles +10
Electroshock Grubs +10
Dessicator Larvae +10

Major Biomorphs:

Toxin Sacks +10
Adrenal Glands +15
Acid Blood +15
Regeneration +30

Bioartifacts:

Maw-Claws of Thryax +10
Miasma Cannon +25
Norn Crown +40
Ymgarl Factor +40
The Reaper of Obliterax +45

1. Can't take Heavy VC and Stranglethorn Cannon
2. Haruspex can't take acid blood
3. Norn Crown/Ymgarl factor don't replace weapons, rest of bioartifacts do.
Spanish Scanned Images of Units Link

So looks like by tonight everything should be posted somewhere on the Internet. I hope this satisfies you until then!

This message was edited 1 time. Last update was at 2014/01/09 07:06:56


DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
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HQ Choices
Hive Tyrant: -5 PPM; +1BS; Loses BRB powers; lost 2+ armor save option; loses starting Lashwhip/Bonesword (this upgrade now costs 20 points I think)
SwarmLord: +5 PPM; +1BS; +1 Mastery Level -1 psychic power; Loses BRB Powers; no longer forces rerolls of successful ++ saves
Tervigon: +35 PPM; +1 I; -2 Powers; Loses BRB Powers; no longer shares AG/TS; kills larger area of gaunts; spawns gaunts no longer move or charge
Tyranid Prime: +45 PPM

Deathleaper: now HQ from Elites; -10 PPM; gain Infiltrate; Fleshhooks lose Rending
Old One Eye: now HQ from HS; -40 PPM; +1I

Elite Choices
Hive Guard: +5 PPM; -1BS
Lictor: -15 PPM; gain Infiltrate
Pyrovore: -5 PPM; +1W, I, A; No more Spores
Venomthrope: -10 PPM; Gains Shroud instead of default 5+c save; No more Spores
Zoanthrope: -10 PPM; Mastery Level 2; Loses BRB powers; No more Spores; Now Brotherhood of Psykers (not sure if this is a gain or loss, honestly; makes the whole unit very "all or nothing")

Troop Choices
Tyranid Warriors: +/- 0 PPM; No more Spores
Genestealers: +/- 0 PPM; No more Spores
--Broodlord: +/- 0 PPM; Single default power (positive or negative is up for debate I suppose)
Termagants: -1 PPM; can mix weapon types within a unit; No more Spores; cost of TS/AG increased
Hormagaunts: -1 PPM; No more Spores; STs no longer reroll 1s/misses; cost of TS/AG increased
Ripper Swarms: +3 PPM; No longer guaranteed self destruct out of Synapse

Fast Attack
Shrikes: +/- 0 PPM
Harpy: -25 PPM; +1W, A
Gargoyles: +/- 0 PPM
Sky Slasher Swarms: +3 PPM
Raveners: +/- 0 PPM; -1A base, but now get +1A from 2 sets of CCWs STs no longer reroll 1s/misses
Spore Mine Clusters: -5 PPM

Heavy Support
Carnifex: -40 PPM, +1I; -1A; No more Spores
Biovore: -5 PPM; +1W, I, A
Trygon: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Trygon Prime: -10 PPM; -1A base, but now get +1A from 2 sets of CCWs; STs no longer reroll 1s/misses
Mawloc: -30 PPM; better From Below rule
Tyranofex: -75! PPM; +1I

Biomorphs
-General-
Adrenal Glands: Grants Fleet along with Furious Charge
Toxin Sacs: No changes
Regeneration: Regain a wound on a 4+ instead of 6(I believe?)

-Melee-
Scything Talons: Grants extra attack with another CC biomorph; AP6 (lolz); No longer reroll 1s/misses
Rending Claws: Grants extra attack with another CC biomorph; AP5
Crushing Claws: Grants extra attack with another CC biomorph; No longer forces I1 for MCs; S+1; Armorbane; AP2 for non MCs; Lost D3 bonus attacks

-Ranged-
Devourer: No longer causes -1 to Ld


edit 1: Updated Swarmlord to +1ML, -1 power known
edit 2: Updated for lack of Spores
edit 3: Points adjustments and effects of some biomorphs.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in us
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http://www.dakkadakka.com/dakkaforum/posts/list/664527.page#8137403

Club still running. Took time off 40k for Deathwatch Campaigb and pathfinder. Back to first love.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
 
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