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Made in us
Gore-Soaked Lunatic Witchhunter







Based on a lot of theorycrafting about what to do with the normal Marine statline I've been trying to work out a unified approach to Marine units such that we don't have distinct Primaris/"normal" Marines with little to no overlap with each other. The Deathwatch are here because they don't work at present and because they're a testbed with a limited number of different units to work with. All units listed thus are intended to be used with Primaris or normal bodies depending on personal preference.

Vehicles, stratagems, relics, and warlord traits still pending. All points costs are approximate.

Deathwatch

Army Special Rules

Spoiler:


Mission Tactics: In a detachment composed entirely of models with the Deathwatch keyword all models in the detachment gain one of the following benefits. All detachments benefitting from Mission Tactics must choose the same keyword.
--Noctus Tactics: Enemy models further than 12" away from this unit take a -1 penalty to hit in the Shooting phase.
--Malleus Tactics: Enemy models don't gain any benefit from cover against shooting attacks made by models with this tactic. Additionally they may reroll to wound against buildings.
--Venator Tactics: Models with this tactic advance +2" further than normal, and may fall back and charge in the same turn.
--Dominatus Tactics: Units with this tactic may reroll one to-hit roll and one to-wound roll each time they are chosen to shoot or fight.
--Aegis Tactics: When a unit with this tactic loses a wound roll a d6, on a 6+ the damage is ignored and the wound is not lost.
--Furor Tactics: Units with this Tactic may fall back and shoot in the same turn, but they take a -1 penalty to hit in that Shooting phase if they don't have the Fly rule.

Notes: This is copy-pasted from Chapter Tactics, with the exception that it applies to vehicles and must be the same across multiple detachments; the other major difference is that the Deathwatch have the ability to change Mission Tactics under certain circumstances.

Special-Issue Ammunition: Units with this rule have access to alternate fire modes when using bolt pistols, bolt carbines, bolt rifles, Stalker bolters, storm bolters, heavy bolters, and the bolt carbine/heavy bolter component of combi-weapons/Infernus heavy bolters. You may choose one of the following when the unit attacks, which must be applies to all applicable weapons across the entire unit every time it attacks.
--Hellfire: Shots resolved with this ammo type have their range reduced by 6" (by 3" for pistols), but have a +1 bonus to the to-wound roll against models without the Vehicle keyword.
--Vengeance: Shots resolved with this ammo type have their range reduced by 12" (by 6" for pistols), but have an additional -1 AP.
--Metal Storm: Shots resolved with this ammo type have their range reduced by 12" (by 6" for pistols), have +1 AP (AP is worsened by 1) and -1 Strength, and fire double the normal number of shots.

Notes: Kraken and Vengeance rounds operate basically as they did (the base Kraken modifiers are baked into all relevant weapons); Hellfire is a little more general-purpose (they don't wound everything on 2+ anymore but they've got AP and they do still wound better), and I've replaced Dragonfire (which was frequently useless) with Metal Storm (an old ammo type that does something different rather than being mathematically equivalent to Kraken rounds just on different rolls).



Units: HQ

Spoiler:


Watch-Captain/Watch-Master
On foot: M 6", WS 2+, BS 2+, S 4, T 4, W 6, A 5, Ld 9, Sv 3+ (90pts/PL6)
Jump: M 12", WS 2+, BS 2+, S 4, T 4, W 6, A 5, Ld 9, Sv 3+ (100pts/PL6)
Bike: M 14", WS 2+, BS 2+, S 4, T 5, W 7, A 5, Ld 9, Sv 3+ (110pts/PL7)
Breacher: M 5", WS 2+, BS 2+, S 4, T 5, W 7, A 5, Ld 9, Sv 2+ (110pts/PL7)
A Watch-Captain is a single model equipped with a bolt rifle, frag grenades, and krak grenades.
Options:
--May trade bolt rifle for one or two items from the Deathwatch Weapons list.
--May do one of the following:
----Add a jump pack, changing profile as indicated, adding the Fly and Jump Pack keywords, and adding the Assault Drop ability.
----Add a bike, changing profile as indicated, adding a storm bolter, trading the Infantry keyword for the Biker keyword, and adding the Turbo-Boost ability.
----Take Breacher armour, changing profile as indicated, trading bolt rifle for a storm bolter and a power sword, and adding the Breacher keyword and the Assault Drop ability.
------In this case may not take other weapon options, but may trade either weapon for items from the Breacher Weapons list.
--One Watch-Captain per army may upgrade to Watch-Master (+30pts/+2PL). A Watch-Master has Ld10, 2+ armour, trades the Captain of the Watch ability for the Master of the Watch ability, and adds the Clavis ability.
----A Watch-Master may trade one weapon for a Guardian Spear.
Abilities:
--And They Shall Know No Fear, Special-Issue Ammunition.
--Iron Halo: 4+ Invulnerable save.
--Flexible Tactics: If your Warlord is a Watch-Captain or Watch-Master and your army benefits from Mission Tactics you may change which Mission Tactic you've chosen once per game at the beginning of your turn.
--Captain of the Watch (Watch-Captain only): Friendly Deathwatch models within 6" may reroll 1s to hit.
--Master of the Watch (Watch-Master only): Friendly Deathwatch models within 6" may reroll all failed rolls to hit.
--Clavis (Watch-Master only): Enemy models within 6" of the Watch-Master have a -1 penalty to hit in all phases.
--Assault Drop (Jump/Breacher models only): May deploy in reserve instead of deploying on the battlefield. Place the unit on the battlefield anywhere more than 9" from any enemy units at the end of any Movement phase.
--Turbo-Boost (Bike models only): When this model Advances it moves an extra 6" instead of rolling a die.
Keywords: Infantry, Watch-Captain
Faction Keywords: Imperium, Adeptus Astartes, Deathwatch

Notes: Combined into one unit entry to minimize copy-pasting; have added all mount options for all versions. The Watch-Master has a Clavis that works more like its 7e incarnation.

Consul
On foot: M 6", WS 2+, BS 3+, S 4, T 4, W 5, A 4, Ld 9, Sv 3+ (70pts/PL4)
Jump: M 12", WS 2+, BS 3+, S 4, T 4, W 5, A 4, Ld 9, Sv 3+ (80pts/PL5)
Bike: M 14", WS 2+, BS 3+, S 4, T 5, W 6, A 4, Ld 9, Sv 3+ (90pts/PL5)
Breacher: M 5", WS 2+, BS 3+, S 4, T 5, W 6, A 4, Ld 9, Sv 2+ (90pts/PL5)
A Consul is a single model armed with a bolt rifle, frag grenades, and krak grenades.
Options:
--May trade bolt rifle for one or two items form the Deathwatch Weapons list.
--May do one of the following:
----Add a jump pack, changing profile as indicated, adding the Fly and Jump Pack keywords, and adding the Assault Drop ability.
----Add a bike, changing profile as indicated, adding a storm bolter, trading the Infantry keyword for the Biker keyword, and adding the Turbo-Boost ability.
----Take Breacher armour, changing profile as indicated, trading bolt rifle for a storm bolter and a power sword, and adding the Breacher keyword and the Assault Drop ability.
------In this case may not take options from the Deathwatch Weapons list, but may trade either weapon for items from the Breacher Weapons list.
--Must be upgraded with one of the following Consul options. Each one adds a keyword of the same name, and may affect weapon options in addition to adding other abilities.
----Chaplain: Must take a Crozius Arcanum in place of one weapon. Adds the following abilities: Rosarius (4+ Invulnerable save), Litanies of Hate (Friendly Deathwatch models within 6" may reroll failed to-hit rolls in the Fight phase), Spiritual Leaders (friendly Deathwatch models within 6" may use the Chaplain's Leadership in place of their own). +20pts/+1PL
----Librarian: May take a force weapon (sword, axe, or staff) in place of one weapon. A Librarian is a psyker (cast 2/deny 1) who knows Smite and two powers from the Librarius discipline. Also adds the Psychic Hood ability (+1 to deny against psykers within 12"). +30pts/+2PL
----Lieutenant: Add the Tactical Precision ability (friendly Deathwatch models within 6" may reroll 1s to wound). +0pts
----Apothecary: Must trade one weapon for a Narthecium. Add the following ability: Narthecium (at the end of the Movement phase may attempt to heal or revive a single model. Choose a friendly Deathwatch Infantry or Biker model within 3"; if it contains a wounded model that model regains d3 lost Wounds, otherwise roll a d6, on a 4+ a single model slain earlier in the game is resurrected with a single Wound remaining. A unit may only be healed once per turn). +0pts
----Techmarine: May not take Breacher armour, add a servo-arm, has 2+ armour. May trade the servo-arm for a servo-harness (two servo-arms, one plasma pistol, one flamer). Add the following ability: Blessing of the Omnissiah (at the end of the Movement phase may heal a friendly Deathwatch vehicle within 3", it regains d3 wounds lost earlier in the battle. A unit may only be repaired once per turn.) +10pts/+1PL
Abilities:
--And They Shall Know No Fear, Special-Issue Ammunition
--Refractor Field: A Consul of any type has a 5+ Invulnerable save.
--Assault Drop (Jump/Breacher models only): May deploy in reserve instead of deploying on the battlefield. Place the unit on the battlefield anywhere more than 9" from any enemy units at the end of any Movement phase.
--Turbo-Boost (Bike models only): When this model Advances it moves an extra 6" instead of rolling a die.
Keywords: Infantry, Consul.
Faction Keywords: Imperium, Adeptus Astartes, Deathwatch

Notes: Combined into one profile to reduce copy-pasting, the "different types of Consuls" thing out of 30k reduces it further and adds the ability to make more Consul types quickly if I feel like it.



Units: Other non-vehicle

Spoiler:


Troops: Kill-Team (16pts/model, PL 5 for 3/9 for 6)
Marine: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 2, Ld 8, Sv 3+
Blackshield: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 3, Ld 8, Sv 3+
Watch-Sergeant: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 3, Ld 8, Sv 3+
A Kill-Team consists of a Watch-Sergeant and 2-5 additional Marines, one of which may be replaced with a Blackshield. All models in the unit are armed with bolt rifles, frag grenades, and krak grenades.
Options:
--Any model in the unit may trade their bolt rifle for one or two items from the Deathwatch Weapons list.
--Two Marines may trade their bolt rifles for an item from the Infantry Support Weapons list.
Abilities:
--And They Shall Know No Fear, Special Issue Ammunition
--Death Seekers: A unit containing a Blackshield can make a Heroic Intervention as if it were a Character, and must do so if able to do so.
Keywords: Infantry, Kill-Team
Faction Keywords: Infantry, Adeptus Astartes, Deathwatch

Notes: I've chosen to stop with the mixed kill-teams in favour of smaller squad sizes, and the reduced heavy weapon density is there primarily because of the stronger rifles. Mission Tactics let the unit replicate the old mixed-squad special abilities.

Elites: Vanguard Team (18pts/model, PL 5 for 3/10 for 6)
Marine: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 2, Ld 8, Sv 3+
Blackshield: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 3, Ld 8, Sv 3+
Watch-Sergeant: M 6", WS 3+, BS 3+, S 4, T 4, W 2, A 3, Ld 8, Sv 3+
A Vanguard Team consists of a Watch-Sergeant and 2-5 additional Marines, one of which may be a Blackshield. All models in the unit are armed with a bolt rifle, frag grenades, and krak grenades.
Options:
--Any model in the unit may trade their bolt rifle for one or two items from the Deathwatch Weapons list.
--The unit may purchase jump packs, increasing their Move to 12" and adding the Fly keyword.
Abilities:
--And They Shall Know No Fear, Special Issue Ammunition
--Death Seekers: A unit containing a Blackshield can make a Heroic Intervention as if it were a Character, and must do so if able to do so.
--Assault Drop: May deploy in reserve instead of deploying on the battlefield. Place the unit on the battlefield anywhere more than 9" from any enemy units at the end of any Movement phase.
--Vanguard Strike: A Vanguard team may reroll failed charge rolls.
Keywords: Infantry, Vanguard Team
Faction Keywords: Infantry, Adeptus Astartes, Deathwatch

Notes: The Vanguard Team is intended to serve as a melee-oriented disruption unit along the lines of Reivers, Assault Marines, or Vanguard Veterans. Deathwatch being the Deathwatch the Kill-Team can have similar kit to the Vanguard Team, so Assault Drop/Vanguard Strike are there to make them better at getting stuck in, while also letting you build them as a rifle team to serve as ranged skirmishers.

Fast Attack: Bike Team (25pts/model, PL 7 for 3/14 for 6)
Marine: M 14", WS 3+, BS 3+, S 4, T 5, W 3, A 2, Ld 8, Sv 3+
Blackshield: M 14", WS 3+, BS 3+, S 4, T 5, W 3, A 3, Ld 8, Sv 3+
Watch-Sergeant: M 14", WS 3+, BS 3+, S 4, T 5, W 3, A 3, Ld 8, Sv 3+
A Bike Team consists of a Watch-Sergeant and 2-5 additional Marines, one of which may be a Blackshield. Each model is equipped with a bolt rifle, frag grenades, and krak grenades, and rides a bike equipped with a storm bolter.
Options:
--Any model in the unit may trade his bolt rifle for one or two items from the Deathwatch Weapons list.
Abilities:
--And They Shall Know No Fear, Special Issue Ammunition
--Death Seekers: A unit containing a Blackshield can make a Heroic Intervention as if it were a Character, and must do so if able to do so.
--Turbo-Boost: When this model Advances it moves an extra 6" instead of rolling a die.
--Outriders: Enemy models further than 12" away from this unit take a -1 penalty to hit when shooting at them.
Keywords: Bikers, Bike Team
Faction Keywords: Imperium, Adeptus Astartes, Deathwatch

Notes: Beyond the stat changes and the expanded weapon options the major distinction here is Outriders, which I got the idea for from Sydonian Dragoons and should let them run around playing independent flanker.

Heavy Support: Breacher Team (30pts/model, PL 7 for 3/14 for 6)
Marine: M 5", WS 3+, BS 3+, S 4, T 5, W 3, A 3, Ld 8, Sv 2+
Blackshield: M 5", WS 3+, BS 3+, S 4, T 5, W 3, A 3, Ld 8, Sv 2+
Watch-Sergeant: M 5", WS 3+, BS 3+, S 4, T 5, W 3, A 3, Ld 8, Sv 2+
A Breacher Team consists of a Watch-Sergeant and 2-5 Marines, one of which may be a Blackshield. Each model is equipped with a storm bolter and a power sword.
Options:
--Any model may trade either or both weapons for items from the Breacher Weapons list.
--Two models may trade one weapon for an item from the Breacher Support Weapons list.
Abilities:
--And They Shall Know No Fear, Special Issue Ammunition
--Death Seekers: A unit containing a Blackshield can make a Heroic Intervention as if it were a Character, and must do so if able to do so.
--Assault Drop: May deploy in reserve instead of deploying on the battlefield. Place the unit on the battlefield anywhere more than 9" from any enemy units at the end of any Movement phase.
--Refractor Field: Models in this unit have a 5+ Invulnerable save.
--Stable Weapons Platform: Models with this rule take no penalty when moving and firing heavy weapons, but they advance d3" instead of d6".
Keywords: Infantry, Breachers
Faction Keywords: Imperium Adeptus Astartes, Deathwatch

Notes: Intended to serve as a unified approach between Gravis armour (Aggressors) and Terminator armour.



Armoury and Weapon Lists

Spoiler:

Deathwatch Weapons: Bolt pistol, chainsword, grav-pistol, inferno pistol, hand flamer, lightning claw, plasma pistol, power axe, power fist, power lance, power maul, power sword, storm shield, thunderhammer, phase blade. No more than one per model of: bolt rifle, bolt carbine, Deathwatch shotgun, combi-weapon (bolt carbine/flamer, plasma gun, meltagun, grav-gun).

Infantry Support Weapons: Frag cannon, heavy bolter, Infernus heavy bolter, missile launcher, plasma incinerator, grav-caliver, Primaris flamer, melta caliver.

Breacher Weapons: chainfist, power fist, power axe, power maul, power sword, power fist + meltagun, power fist + plasma gun, power fist + bolt carbine, power fist + flamer, power fist + grav-gun, storm bolter.

Breacher Support Weapons: Storm bolter + Cyclone launcher, storm bolter + Deathwatch grenade harness, assault cannon, Reaper autocannon.

Ranged Weapons
Any weapons not listed here are unaltered from the versions in the Space Marine Codex or the Imperium Index.

Bolt carbine: 24", Assault 2, S 4, AP -1, D 1 (2pts)
Bolt pistol: 15", Pistol 1, S 4, AP -1, D 1 (0pts)
Bolt rifle: 30", Rapid Fire 1, S 4, AP -1, D 1 (4pts)
Combi-Weapon: May be fired as a bolt carbine or as the secondary profile. May fire with both profiles, but takes a -1 to hit with both.
Cyclone launcher: Choose one of the following when firing: (30pts)
--Frag: 36", Heavy 2d3, S 4, AP 0, D 1
--Krak: 36", Heavy 2, S 8, AP -2, D d3
Deathwatch Frag Cannon: Fire one of the following profiles: (25pts)
--Cryptclearer: 24", Assault 2, S 7, AP -2, D 2. If the target is within half range the attacks are resolved at S8 and D3.
--Shattershot: 12", Assault 2d6, S 4, AP 0, D 1. This weapon hits automatically.
Deathwatch Grenade Harness: Fire one of the following profiles: (15pts)
--Frag: 18", Assault 2d6, S 3, AP 0, D 1
--Krak: 18", Assault 2, S 6, AP -1, D d3
Deathwatch Shotgun: Fire one of the following profiles: (4pts)
--Cryptclearer: 16", Assault 2, S 4, AP -1, D 1. If the target is within half range the attacks are resolved at S5 and D2.
--Shattershot: 8", Assault d6, S 3, AP 0, D 1. This weapon hits automatically.
Grav-caliver: 24", Assault 3, S 6, AP -3, D 1. If the target has a Save characteristic of 3+ or 2+ this weapon has a Damage characteristic of d3. (16pts)
Infernus Heavy Bolter: This is a combi-weapon (fire either one profile or both at -1 to hit), the profiles are as follows: (20pts)
--Heavy Bolter: 36", Assault 3, S 5, AP -1, D 1
--Heavy Flamer: 8", Assault d6, S 5, AP -1, D 1. If the target has the Infantry type this weapon hits 2d6 times instead.
Melta Caliver: 18", Assault 2, S 8, AP -4, D d3. This weapon does 3 damage instead of d3 against targets within half range. (20pts)
Plasma Gun: Choose one of the following profiles: (15pts)
--Standard: 24", Rapid Fire 1, S 6, AP -2, D 1.
--Overcharge: 24", Rapid Fire 1, S 7, AP -2, D 2. If you roll one or more '1's to hit the firing model is removed from play after the attack is resolved.
Plasma Incinerator: Choose one of the following profiles: (20pts)
--Standard: 30", Rapid Fire 1, S 6, AP -3, D 1
--Overcharge: 30", Rapid Fire 1, S 7, AP -3, D 2. If you roll one or more '1's to hit the firing model is removed from play after the attack is resolved.
Plasma Pistol: Choose one of the following profiles: (5pts)
--Standard: 12", Pistol 1, S 6, AP -2, D 1.
--Overcharge: 12", Pistol 1, S 7, AP -2, D 2. If you roll one or more '1's to hit the firing model is removed from play after the attack is resolved.
Primaris-Flamer: 8", Assault d6, S 5, AP -1, D 1. If the target has the Infantry type this weapon hits 2d6 times instead. (10pts)
Stalker Bolter: 36", Heavy 2, S 5, AP -1, D 1. If the attack rolls a '6' to wound it inflicts a mortal wound in addition to normal damage. This weapon may target characters whether or not they're the closest unit. (10pts)
Storm Bolter: 18", Assault 3, S 4, AP -1, D 1. (6pts)

Melee Weapons
As per the Index/Marine Codex, with a few exceptions.
Phase Blade: Melee, S +1, AP -3, D 1. On a roll of 6 to wound this weapon inflicts a mortal wound in addition to normal damage.
Powerfist: 12pts for one, 18pts for two. A model armed with two powerfists doesn't take the -1 penalty to hit.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Longtime Dakkanaut





Denison, Iowa

I've been thinking about Deathwatch a lot lately as well. Something I was wondering: Deathwatch currently mix-and-match their troops units. They can have power armor, terminators, bikes, and jump packs in the same unit. Why not Primaris as well?

It would give them access to multi wound guys to tank 1-damage hits, and in the case of Hellblasters, a plasmagun alternative.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Mixing and matching units is all too frequently pointless. T5 on the bike is a glitch in the game because there's no procedure for handling mixed-toughness units, tanking Wounds on Terminators is pointless because 2+ isn't enough of an upgrade over 3+ to justify tanking wounds on a model packing dramatically more expensive weapons than the rest of the unit, and the jump pack's additional speed and Deep Strike don't work when put in a unit that ties it down.

The Deathwatch currently grant extra rules to mixed units (fall back/shoot with the Vanguard, fall back/charge with the bike, ignore morale with the Terminator), but since the way I implemented Mission Tactics renders that redundant (fall back/shoot and fall back/charge are Mission Tactics options) I chose to eliminate mixed units entirely since they add complexity for no significant benefit.

With Primaris the effect of adding a Hellblaster, Inceptor, or Aggressor to an Intercessor unit could be achieved a lot more easily and cleanly by adding gun options to the Intercessors in the first place.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Death-Dealing Devastator





For fun and fluff, I'd recommend Metal Storm rounds to fire the original number of shotsxD3. So for example a Heavy Bolter firing Metal Storm would fire 3D3 shots.

Quoth the Raven "You're gonna be shooting at a -1." 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I don't find rolling a large number of d3s to be particularly fun. A five-man squad at 12" under your suggestion would be firing 10d3 shots, which you have to roll and count up to produce an average of 20 shots that's between 18 and 22 80% of the time. It adds an extra step to the game for no real purpose.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Been Around the Block




The range reduction on sia is ridiculous.
   
Made in us
Steadfast Ultramarine Sergeant






I actually just think putting some Hellblasters in an intercessor squad would be pretty useful.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Midnightmullen wrote:
The range reduction on sia is ridiculous.


If you read the post completely you may notice that Kraken Ammo is baked into the base profiles of all of the bolt weapons in these rules and all the ranges in this are identical to the current Deathwatch rules.


Automatically Appended Next Post:
 fraser1191 wrote:
I actually just think putting some Hellblasters in an intercessor squad would be pretty useful.


What's the difference between "putting some Hellblasters in an Intercessor squad" and "allowing Intercessors to purchase plasma incinerators"?

And that isn't what the preview blurb I got from GW said, it said they were going to put Primaris Marines in Kill-Teams (as in: spend your 95pts for five overpriced single-wound models and then you can start adding a few Primaris Marines and screw up your ability to get into transports).

This message was edited 1 time. Last update was at 2018/04/08 06:32:38


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Steadfast Ultramarine Sergeant






 AnomanderRake wrote:
What's the difference between "putting some Hellblasters in an Intercessor squad" and "allowing Intercessors to purchase plasma incinerators"?


Silly Intercessors can't use plasma incinerators, they're too specialized lol
   
Made in ca
Commander of the Mysterious 2nd Legion





if death watch are defacto the only ones who CAN run mixed itnercessors/hellblasters it DOES suddenly give them a niche role in Imperial Soup.

Opinions are not facts please don't confuse the two 
   
 
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