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Made in us
Ancient Venerable Black Templar Dreadnought





Where ever the Emperor needs his eyes

Noticed something on the Darkwing Storm Eagle's Eclipse Missile Profile;

This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for Infantry units that have suffered any hits from shroud bombs until the end of the turn.


Should probably say "Eclipse Missiles" instead of "Shroud Bombs".

Also, the Ultramarine Locutarus Storm Squad, in their 7e incarnations they all are equipped with Artificer Armor, yet in the 8e write up they only have a 3+.

Looking at the Medusan Immortals for the Xth Legion, would them being able to "Overwatch" a squad that elects to fall back be too strong? They have something similar in 7e and thus far nothing to reflect it in this rendition of their rules.

For Night Lords I was thinking, if you want to keep their drawbacks as is, could Talent for Murder perhaps be made stronger?

Nothing like increasing the bonus, but have it mention that units with the <Jump Pack> or <Terminator> keywords count as 2 models.

I'll admit I dont remember if those keywords already do that in the core rules, but that was one of the things that would have made Terminators and small jump squads work well with the rule.

   
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Grim Dark Angels Interrogator-Chaplain





Earth

Ok being going through this quite heavily and I have noticed a major issue when it comes to how you are updating units.

If a unit wears termy armour and has 1 wound, it now gets 2.

if that unit has already got 2 wounds, it gets 3.

If a unit has two wound already, then to keep up with the new Ed, it should get 3.

Noticed a lot of termy units and Gal Vorbak dont seem to be following this.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





The Rock

Thanks so much for this mate .

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
There's a beast in every man, and it stirs when you put a sword in his hand
Most importantly, Win or Lose, always try to have fun.
Armies Legion: Dark Angels 
   
Made in dk
Fresh-Faced New User




Just did a quick read of the Night Lords rules. I don't have any feedback as of now, other than a typo under Konrad Curze. Konrad is with K, not with C.

//Regards

 
   
Made in us
Bounding Dark Angels Assault Marine





Hey, quick note.

I noticed under Fulgrim's Sublime Swordsman rule that he gets +1 to his To Hit roles against characters.

Since his WS is already at the max of 2+ is this necessary?

Am I missing something here?

Appreciate the hard work you guys are putting into this, simply trying to be helpful, not critical!

Cheers!

The 1st Legion
Interrogator-Chaplain Beremiah's Strike Force
The Tearers of Flesh 
   
Made in us
Fixture of Dakka





 Nah Man Pichu wrote:
Hey, quick note.

I noticed under Fulgrim's Sublime Swordsman rule that he gets +1 to his To Hit roles against characters.

Since his WS is already at the max of 2+ is this necessary?

Am I missing something here?

Penalties to hit also exist.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
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Dispassionate Imperial Judge






HATE Club, East London

UPDATES!!!

Legiones Astartes Change Log
V2.01

Added the Legion Stratagems section.
Added missing chainsword to Command Squad base wargear.
Added missing nuncio-vox option to Legion Reconnaissance Squad.
Removed the Rites of Battle ability from the Delegatus Consul.
Amended the <Legion> keyword’s description to be more informative.
Changed the Additional Lords of War box to point to the Battles in the Age of Darkness document.
Removed the <Blackshields> box after having read their 7e rules more closely.
Fixed all the Rites of War to refer to 8e detachments and battlefield roles properly.
Added the Shattered Legions Army Theme.
Toned down the Marksmen and Weapon Masters options for Veteran Tactical Squads to bring them more into line with the other options.
Changed Moritat’s Chain Fire rule to only happen in the Shooting phase, both for clarity and to make Kaedes Nex’ rules work better.
Reduced Praetor’s PL to reflect similar models in current codexes.
Added a discount to additional models taken for Troops choices.
Altered the Orbital Assault ability to still allow units with the Fly keyword.

Legions Change Log
V2.00

Alpharius’s master-crafted plasma blaster now only inflicts a mortal wound rather than killing him on a hit roll of 1.
Lorgar Transfigured adjusted to make sense with a 6 power Librarius discipline.
Burning Lore fixed to give access to Smite in addition to 1 other power.
Angron’s The Red Sands ability updated to better reflect his 7e rules.
Thousand Sons Psyker (Praetor) upgrade reduced in cost to 40pts.
Wreathed in Lightning, They Rend the Veil ability adjusted to include Thousand Sons Characters.
Fixed the Covenant of Sorcerors Stratagem CP cost.
Added the Mind Killer psychic power to the Ammitara Occult Intercession Cabal.
Word Bearers Infernal Knowledge adjusted to include all Traitor Psykers.
Power dagger now always gives an additional attack with its profile, but has had a small points increase.
Slightly reduced the points cost of Asphyx Shells to better reflect their utility.
Increased Gal Vorbak wounds by 1 and slightly increased their points cost to compensate.
Changed the Sons of Horus Death Dealer ability to be a bonus to hit with pistol weapons.
Fixed Eclipse Missiles referring only to shroud bombs.
Fixed Locutarus Storm Squad’s lack of Artificer armour and adjusted points slightly to accommodate that change.
Removed restriction on taking Cataphractii armour in the Bloodied Claws RoW.
Character rules added for all Legions.
Changed SoH Chainaxe cost to match Death Guard and Chaos codexes.
Updated Death Guard profiles to match those listed in the Death Guard codex.
Added the Legion Elite ability to numerous units to replicate what was WS5 for units.
Re-worded the Gal Vorbak’s Rending Claws ability to match a similar ability in the Death Guard codex.
Re-worded Mantle of the Elder Drake to match similar ability in the Adeptus Mechanicus codex.
Red Butchers have been reworked to have an extra wound, but lose their ‘FNP’, are always hit on 3+ or better in Melee and have a 4+ BS.
Added Power Ratings to every unit.
Replaced the Psyker keyword from Prosperine Lore with a <Cult> keyword to let TS units take their Psyker upgrade.
Fixed Thousand Sons Cult Arcana referring to Troops choices rather than Compulsory choices.
Fixed Covenant of Fire’s restriction on Heavy Support & Fast Attack.
Extended the Primarchs’s Lord of War ability to also reduce damage of hits by 1 (min of 1).
Instead of the above, Magnus’s armour now halves the damage of hits (rounding up).
Increased Perturabo’s Attacks to 6 and removed the ‘-1 to hit’ from Forgebreaker.
Changed the profiles of Russ’s sword of balenight (causes mortal wounds on a wound of 6+) and axe of helwinter (now +2 strength & damage 3).
Dorn’s sundering blow is now built into storm’s teeth’s profile, reduced his attacks to 5 to compensate.
Removed the ‘-1 to hit’ from Ferrus’ Forgebreaker.
Added a ‘-1 to hit’ to Guilliman’s Hand of Dominion.
Reduced Mortarion’s Attacks to 5.
Horus’s Talon now causes mortal wounds on wound rolls of 6+.
Vulkan’s Dawnbringer now deals only D3+2 damage and Earthshatter has been adjusted to match Mortarion/Dorn’s mechanics.
Corax’s Panoply causes +1 damage on wound rolls of 6+.
Alpharius’s attacks have been increased to 7.
Updated the Night Lords Legion Traits and Stratagems based on community feedback.
Alpha Legion Mutable Tactics now allows a ‘choice from a list’ of abilites, like in 7ed.
Space Wolves Bestial Savagery works in the first round of any combat.
World Eaters Berserker Assault Stratagem to allow models to Advance and Charge.
Changed DA Plasma Repeaters to Assault D3

Crusade Imperialis Change Log
V1.30

Updated all Super-heavy Tanks’ points cost in line with Codex: Astra Militarum
Updated all Super-heavy main weapons in line with Codex: Astra Militarum

Battles in the AoD Change Log
V1.10

Updated all Super-heavy Tanks’ points cost in line with Codex: Astra Militarum
Updated all Super-heavy main weapons in line with Codex: Astra Militarum
Updated Praetor points cost

   
Made in us
Ancient Venerable Black Templar Dreadnought





Where ever the Emperor needs his eyes

Looking good.

One question as I only very quickly glance through it right now. But on Tyblat Marr, the Cthonian Culling Blade. In the 7th Edition rule set it was just a Charnable Saber with instant death in duels. Charnable Sabers presently are AP -2 with your rules. Is the Culling Blade only AP -1 because of its additional bonus'?

Also, liking the changes to the Night Lords.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

The wound issue is still present by the looks of it, Volkites are still straight up better than heavy bolters and other weapons due to GW's change and by extension your change by sticking to it, dont be afraid to throw out GW's bad designs and fix these issues as this is a home brew set of rules.

When you get around to Custodes, DO NOT USE the FW costs or pricing mechanics, throw them out, ignore them and do them properly, Custodes are far far too good for the cost, they need to be a lot more expensive across the board.

Keep up the good work.
   
Made in us
Been Around the Block





 Formosa wrote:
The wound issue is still present by the looks of it, Volkites are still straight up better than heavy bolters and other weapons due to GW's change and by extension your change by sticking to it, dont be afraid to throw out GW's bad designs and fix these issues as this is a home brew set of rules.

When you get around to Custodes, DO NOT USE the FW costs or pricing mechanics, throw them out, ignore them and do them properly, Custodes are far far too good for the cost, they need to be a lot more expensive across the board.

Keep up the good work.



I think a LOT more expensive is harsh, though I'll pay any tax to use my telemon and hover tanks in games again. I think losing Insta death as an almost across the board upgrade and stock on HB's and Bolt cannons will be a decent nerfing along with the new ap mechanics. But certainly any TL weapons need to go up considerably if their shots get doubled.

"You are free, Leman Russ of Fenris, because your freedoms match the emperor's will. For each time I wage war against worlds that threaten the Imperium's advance, there comes another time I am told to conquer peaceful world's that wish only to be left alone. I am told to destroy whole civilizations and call it liberation. I am told to demand millions of men and women from these new worlds, to make them take up arms in the Emperor's hordes, and I am to call this a tithe, or recruitment, because we are all too scared of the truth. We refuse to call it slavery.' 'I am loyal, the same as you. I am told to bathe my legion in the blood of innocents and sinners alike, and I do it, because it is all that's left for me in this life. I do these things, and I enjoy them, not because we are morale, or right - or loving souls seeking to enlighten a dark universe - but because all I feel are the Butcher's Nails hammered into my brain. I serve because of this "mutilation". Without it? Well, perhaps I might be a more moral man, like you claim to be. A virtuous man, eh? Perhaps I might ascend the steps to our father's palace and take the slaving bastard's head" 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

cult_of_the_void_dragon wrote:
 Formosa wrote:
The wound issue is still present by the looks of it, Volkites are still straight up better than heavy bolters and other weapons due to GW's change and by extension your change by sticking to it, dont be afraid to throw out GW's bad designs and fix these issues as this is a home brew set of rules.

When you get around to Custodes, DO NOT USE the FW costs or pricing mechanics, throw them out, ignore them and do them properly, Custodes are far far too good for the cost, they need to be a lot more expensive across the board.

Keep up the good work.



I think a LOT more expensive is harsh, though I'll pay any tax to use my telemon and hover tanks in games again. I think losing Insta death as an almost across the board upgrade and stock on HB's and Bolt cannons will be a decent nerfing along with the new ap mechanics. But certainly any TL weapons need to go up considerably if their shots get doubled.



Sadly at the moment it's not harsh at all (30k), to get anything near the basic custodian you need to spend over 100pts on a hq choice, for a model that is still worse, the numbers game doesn't work either As they have universal 2+ saves, there non named hq's can kill promarchs quite handily, I could go on but the point is that in 30k currently they are woefully undercosted, however, don't nerf them, just raise there points to reflect there equipment, rules and stats.
   
Made in us
Been Around the Block





 Formosa wrote:
cult_of_the_void_dragon wrote:
 Formosa wrote:
The wound issue is still present by the looks of it, Volkites are still straight up better than heavy bolters and other weapons due to GW's change and by extension your change by sticking to it, dont be afraid to throw out GW's bad designs and fix these issues as this is a home brew set of rules.

When you get around to Custodes, DO NOT USE the FW costs or pricing mechanics, throw them out, ignore them and do them properly, Custodes are far far too good for the cost, they need to be a lot more expensive across the board.

Keep up the good work.



I think a LOT more expensive is harsh, though I'll pay any tax to use my telemon and hover tanks in games again. I think losing Insta death as an almost across the board upgrade and stock on HB's and Bolt cannons will be a decent nerfing along with the new ap mechanics. But certainly any TL weapons need to go up considerably if their shots get doubled.



Sadly at the moment it's not harsh at all (30k), to get anything near the basic custodian you need to spend over 100pts on a hq choice, for a model that is still worse, the numbers game doesn't work either As they have universal 2+ saves, there non named hq's can kill promarchs quite handily, I could go on but the point is that in 30k currently they are woefully undercosted, however, don't nerf them, just raise there points to reflect there equipment, rules and stats.


Definitely wasn't arguing against their incredible points effectiveness in HH, IMO they're the perfect army in that setting with Valdor easily holding his own against a primarch and their adrathic spears allowing your troop selection to disintegrate even Mechanicum Thanatars after deepstriking in next to them (something a local gaming buddy f***ing hated me for). My only point was their 2+ save doesn't make them the walking fortress they used to be since ap is no longer all or nothing and their vehicle bolters wont be able to pick off high wound units with heliothermic damage causing insta-death. Their weapon choices might be the best place to hand the tax they'll need though and then keep the guns just as effective as they are. The points level for custodian troops in 8e now seems decently fair TBH


Automatically Appended Next Post:
Speaking of, unless Fires of Cyraxus gets released soon dropping mechanicum rules that wouldn't be the worst army to get the next 8e treatment.

This message was edited 1 time. Last update was at 2017/10/23 16:55:20


"You are free, Leman Russ of Fenris, because your freedoms match the emperor's will. For each time I wage war against worlds that threaten the Imperium's advance, there comes another time I am told to conquer peaceful world's that wish only to be left alone. I am told to destroy whole civilizations and call it liberation. I am told to demand millions of men and women from these new worlds, to make them take up arms in the Emperor's hordes, and I am to call this a tithe, or recruitment, because we are all too scared of the truth. We refuse to call it slavery.' 'I am loyal, the same as you. I am told to bathe my legion in the blood of innocents and sinners alike, and I do it, because it is all that's left for me in this life. I do these things, and I enjoy them, not because we are morale, or right - or loving souls seeking to enlighten a dark universe - but because all I feel are the Butcher's Nails hammered into my brain. I serve because of this "mutilation". Without it? Well, perhaps I might be a more moral man, like you claim to be. A virtuous man, eh? Perhaps I might ascend the steps to our father's palace and take the slaving bastard's head" 
   
Made in gb
Guard Heavy Weapon Crewman




Cardiff

As someone who literally just finished my own version of the Imperialis Militia and then found out that you'd made one, why did you make the Militia Grenadiers so expensive?

To run a 20 man squad with boltguns costs 200 points, compared to the Astartes 20-man squad costing 230 points. 30 point increase for far superior stats.

Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP 
   
Made in us
Powerful Ushbati





United States

This is great! I love 8th, and I've talked with a few people who've played with your rules set. I'm going to give this a try!
   
Made in us
Giggling Nurgling




Any reason the Combi weapons cost different? Given their different stats each, shouldn't they cost the same?

And does Mortarion really only have one Phosphex bomb, in these rules?
(Speaking of Phosphex) What of the Crawling/Lingering Death rules related to it?
   
Made in se
Fresh-Faced New User




Hi guys. I'm Grifftofer, ArbitorIan's collaborator on this project. Real Life is keeping him pretty busy atm so I thought I would sign up here and try to answer some of the questions popping up.

VictorVonTzeentch wrote:Looking good.

One question as I only very quickly glance through it right now. But on Tyblat Marr, the Cthonian Culling Blade. In the 7th Edition rule set it was just a Charnable Saber with instant death in duels. Charnable Sabers presently are AP -2 with your rules. Is the Culling Blade only AP -1 because of its additional bonus'?

Also, liking the changes to the Night Lords.

The Culling Blade shows off it's rending edge in a slightly different way than the charnabal sabre, so -1 seems about right. If you feel differently after playing with him we'd be happy to take on the feedback though.

Formosa wrote:The wound issue is still present by the looks of it, Volkites are still straight up better than heavy bolters and other weapons due to GW's change and by extension your change by sticking to it, dont be afraid to throw out GW's bad designs and fix these issues as this is a home brew set of rules.

When you get around to Custodes, DO NOT USE the FW costs or pricing mechanics, throw them out, ignore them and do them properly, Custodes are far far too good for the cost, they need to be a lot more expensive across the board.

Keep up the good work.

I'm not quite sure what you mean by "GW's change" in this case. And although volkite weapons are better than their bolter counterparts that is compensated for by their increased costs relatively. Isn't it?

Thymais wrote:As someone who literally just finished my own version of the Imperialis Militia and then found out that you'd made one, why did you make the Militia Grenadiers so expensive?

To run a 20 man squad with boltguns costs 200 points, compared to the Astartes 20-man squad costing 230 points. 30 point increase for far superior stats.

ArbitorIan wrote most of the Imperialis Militia list on his own, but I will go back through it to see why there is that oddity.

Callous_Typhon wrote:Any reason the Combi weapons cost different? Given their different stats each, shouldn't they cost the same?

And does Mortarion really only have one Phosphex bomb, in these rules?
(Speaking of Phosphex) What of the Crawling/Lingering Death rules related to it?

In 8e all the combi-weapons have different costs to one another in the same way that the weapons they are built off of have different costs. If that's not what you're referring too I apologise but I am confused by the question.

And yes, Mortarion should be able to use multiple phosphex bombs in a game. That was a part I intended to remove at the same time as when I changed the range for his version. That mistake will be fixed in the next release, I promise.


Thanks for all the comments. It helps us make a better list for everyone.
   
Made in us
Ancient Venerable Black Templar Dreadnought





Where ever the Emperor needs his eyes

Grifftofer wrote:
Hi guys. I'm Grifftofer, ArbitorIan's collaborator on this project. Real Life is keeping him pretty busy atm so I thought I would sign up here and try to answer some of the questions popping up.

VictorVonTzeentch wrote:Looking good.

One question as I only very quickly glance through it right now. But on Tyblat Marr, the Cthonian Culling Blade. In the 7th Edition rule set it was just a Charnable Saber with instant death in duels. Charnable Sabers presently are AP -2 with your rules. Is the Culling Blade only AP -1 because of its additional bonus'?

Also, liking the changes to the Night Lords.

The Culling Blade shows off it's rending edge in a slightly different way than the charnabal sabre, so -1 seems about right. If you feel differently after playing with him we'd be happy to take on the feedback though.

[

I guess that could be fine, as long as you guys remember that its supposed to be Master Crafted and give it D2. The mortal wound option is nice, but reliant on a 6 to wound. Speaking of Master Crafted, his Bolt Pistol in 7th also possesses that rule, so shouldn't it also have D2? His ability making people not advance on their first turn also doesnt seem super great, considering he used to prevent Scouting and Infiltration.

This message was edited 1 time. Last update was at 2017/11/06 19:35:26


 
   
Made in us
Fiery Bright Wizard






Idaho

Just a few questions and comments:

>Centurions are BS: 2 in 7th, so should they still be a 2+ in 8th, or was the nerf deemed necessary?
>Why did phosphex loose the "poison" rules? Becuase 40k Morty's phosphex isn't poison? Just curious.
>reaping blow seems a bit weird now. I understand how morty works in 40k, but having Dorn and Morty be able to swing ~15 times seems a bit silly?

>Is there a reason IF lost their bonus to using bolters? is it to keep them in line with the (admittedly terrible) 40k fists? as it stands now, their legion bonuses look to be the weakest of the bunch.
>Shouldn't Templar brethren hit on 2's to represent their Higher WS?
>sigismund is a praetor, as such he should be BS: 2+ like the rest of the praetors, no?

>to represent the immunity to fear and pinning as well, maybe DG could adopt the "only loose 1 model to moral" thing that's popping up all over 8th? Might be too strong, but just an idea.
>Instead of making 30k scythes the exact same as 40k scythes (in 30k, they aren't poisones) maybe give them the ability to have their wounds spill over a la deathwing knights and blight lord termies?
>The hand flamer is listed on the grave warden sheet, though I can't see a way for them to take said hand flamer? Maybe you meant to put the heavy flamer there?
>Maybe don't have Deathshroud just literally be a slightly faster version of their 40k version? Also, model wise they are in tartaros armour, so perhaps they could use that instead of generic terminator armour? especially since "terminator armour" in 30k means "whatever it's modeled with"
>Typhon's chem bombardment (misspelled on the listing as well) is the same stat line as Grave Warden chem munitions, so change to wounding infantry on a 3+? also, should the grave wardens have the chem munitions changed to S: 1 as well?

>TS cults: Raptora and Pyrae both seem really weak when compared to the other cults. Maybe return Raptora to a +1 to invuln, otherwise a 6+ and pyrae to an extra attack at S: 4 per model in CC to represent the former Hammer of wrath?
>the aetherfire cannon should probably still have the overcharge option abailable to Plasma cannons. maybe same Damage, but the increased Strength and gets hot? also shouldn't they be 36" just like plasma cannons?
>psychic hoods weren't things in 30k, or does the osiron have that just as a minor buff?
>Psychic shriek probably shouldn't be WC 7, since the most wounds it can cause is less than a smite can pull off (on average, legion LD is 8, meaning 4 Mortal wounds max, 5 if the srgt. is dead
>the kine shield spell feels like it would be a better Pavoni spell since they were the mooks running around giving FNPs, either that or make it a buff to Invuln saves, maxing out at a 3+?
>Did TS loose their shredding bolters for some reason?
>why is ahriman so comparatively weak in the psychic phase compared to 40k, when he was the same ML?

that's all really, just some questions and thoughts. Thanks in advance?


I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Giggling Nurgling




 Brennonjw wrote:
Just a few questions and comments:

>to represent the immunity to fear and pinning as well, maybe DG could adopt the "only loose 1 model to moral" thing that's popping up all over 8th? Might be too strong, but just an idea.
>Instead of making 30k scythes the exact same as 40k scythes (in 30k, they aren't poisones) maybe give them the ability to have their wounds spill over a la deathwing knights and blight lord termies?
>The hand flamer is listed on the grave warden sheet, though I can't see a way for them to take said hand flamer? Maybe you meant to put the heavy flamer there?
>Maybe don't have Deathshroud just literally be a slightly faster version of their 40k version? Also, model wise they are in tartaros armour, so perhaps they could use that instead of generic terminator armour? especially since "terminator armour" in 30k means "whatever it's modeled with"
>Typhon's chem bombardment (misspelled on the listing as well) is the same stat line as Grave Warden chem munitions, so change to wounding infantry on a 3+? also, should the grave wardens have the chem munitions changed to S: 1 as well?



1st, Maybe they'd just auto pass. No losses?
2nd, Good, I like the idea of spill over, but also if there's 1 successful AP, then all the b2b models are auto wounded too. (really make assaulting forces think twice before charging in)
3rd, The "hand-flammer" for the Grave Wardens is referring to the Al-Chem Projector (death-pipes on the carapace of the Grave warden's C-termie armor) (why doesn't Typhon have this too?) and can be used for overwatch. Which I believe really deserves the 8in range flamers have.
5th, I think the 3+ is good enough, but perhaps "Re-roll failed AP/toughness on the targeted models" And if I may be so bold to add, Add Lingering Death rule if at all possible.
   
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Where ever the Emperor needs his eyes

Callous_Typhon wrote:

1st, Maybe they'd just auto pass. No losses?
Too strong on an already strong Legion.
2nd, Good, I like the idea of spill over, but also if there's 1 successful AP, then all the b2b models are auto wounded too. (really make assaulting forces think twice before charging in)
Or how about no, see also point one.
3rd, The "hand-flammer" for the Grave Wardens is referring to the Al-Chem Projector (death-pipes on the carapace of the Grave warden's C-termie armor) (why doesn't Typhon have this too?) and can be used for overwatch. Which I believe really deserves the 8in range flamers have.
Why should your hand flamers be any different from anyone elses? Also Typhon doesnt even have the Chem Projector in 7e 30k, why should he now. He's only got the bombardment.
   
Made in us
Giggling Nurgling




 VictorVonTzeentch wrote:
Callous_Typhon wrote:
Why should your hand flamers be any different from anyone elses? Also Typhon doesnt even have the Chem Projector in 7e 30k, why should he now. He's only got the bombardment.


Because they weren't designed to be hand flamers, Poisonous death cloud for anti assaulting troops (just anti-infantry in general.)
edit: Is there any reason Handflamers can't have the same range as standard flamers?

This message was edited 1 time. Last update was at 2017/11/10 04:17:16


 
   
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Where ever the Emperor needs his eyes

Callous_Typhon wrote:

Because they weren't designed to be hand flamers, Poisonous death cloud for anti assaulting troops (just anti-infantry in general.)
edit: Is there any reason Handflamers can't have the same range as standard flamers?


To further differentiate them from normal flamers, to show they have less propelent, any number of reasons along side the fact they already have Hand Flamers in 8e and they are 6" Range.

For the poison death cloud they could easily function as something akin to an aura, where it being 6" or even 7" would make sense.
   
Made in us
Giggling Nurgling




 VictorVonTzeentch wrote:
Callous_Typhon wrote:

Because they weren't designed to be hand flamers, Poisonous death cloud for anti assaulting troops (just anti-infantry in general.)
edit: Is there any reason Handflamers can't have the same range as standard flamers?


To further differentiate them from normal flamers, to show they have less propelent, any number of reasons along side the fact they already have Hand Flamers in 8e and they are 6" Range.

For the poison death cloud they could easily function as something akin to an aura, where it being 6" or even 7" would make sense.


So basically every Gravewarden has a 7in template on him, causes disorganized charge and the related rules attached?
If I'm reading that right?
   
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nvm

This message was edited 1 time. Last update was at 2017/11/10 13:21:28


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Callous_Typhon wrote:
 VictorVonTzeentch wrote:
Callous_Typhon wrote:

Because they weren't designed to be hand flamers, Poisonous death cloud for anti assaulting troops (just anti-infantry in general.)
edit: Is there any reason Handflamers can't have the same range as standard flamers?


To further differentiate them from normal flamers, to show they have less propelent, any number of reasons along side the fact they already have Hand Flamers in 8e and they are 6" Range.

For the poison death cloud they could easily function as something akin to an aura, where it being 6" or even 7" would make sense.


So basically every Gravewarden has a 7in template on him, causes disorganized charge and the related rules attached?
If I'm reading that right?


They could, but I doubt it, making it so that a squad charging them doesn't get to attack in the charge phase is already pretty strong.
   
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Earth

Hi there Grimtofer, To answer your question

"I'm not quite sure what you mean by "GW's change" in this case. And although volkite weapons are better than their bolter counterparts that is compensated for by their increased costs relatively. Isn't it?"

To the first part they removed the 7th 30k "volkite" rule, and just made it Damage 2, quite bland and frankly boring as a change, this had the knock on effect of making the Volkites better than all Bolt variants.

Volkites have either assault (so can advance and shoot) or a better range, all are stronger than the standard bolter and comparable to the Heavy bolter, with more shots in the case of the Culverin (I.E the Heavy version of the weapon), as it stands now the change that was implemented just makes volkites an auto take over any of the bolt family if possible.

Personally I would like to see the Volkite regain its previous rule so there is a chance at getting extra wounds, this would keep it in the same price range of the standard bolter rather than being flat out better for minimal cost.
   
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Hi, just came by to say I like what you did so far. Keep it up.

 
   
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I love this project. Please tell me mechanicum are coming next!?!?

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So , just a question, if anyone's inclined to dissect it,...
Is the Hardened armor for breacher squad (5+ invuln) to much for infantry? At this,I'd wonder why even take Terminators.
What about "6+ invuln, and Re-roll all failed armor saves if the weapon's strength is Str 6 or less?" (or something similar.)
Short version, Nerf it.

Legion Vet Tac Squad
Marksmen: Should this just be "Add 6 inches +1AP to your Bolter/Combi-Weapon profile." (not the alternate combi weapon, just bolter.)

Suggestion for Leviathan Dreadnought,
Storm cannon for variety, pick one per Storm cannon
Range, Type, Str, AP, D, Ability
24, 4 , 7 , 3 , D3, Sunder
24 8 , 5 , 3 , 2 ,
24 12 , 3 , 4 , 1 , Pinning/ Reroll failed hits

That's all. Breacher and Vet question are my biggest complaints at the moment.

This message was edited 2 times. Last update was at 2017/11/14 22:16:30


 
   
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Callous_Typhon wrote:


Suggestion for Leviathan Dreadnought,
Storm cannon for variety, pick one per Storm cannon
Range, Type, Str, AP, D, Ability
24, 4 , 7 , 3 , D3, Sunder
24 8 , 5 , 3 , 2 ,
24 12 , 3 , 4 , 1 , Pinning/ Reroll failed hits


The Storm Cannon as they have it written is exactly the same as FW has it written in the Index.
   
 
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