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Tom, I don't mean to put undue pressure on you, but would it be possible to do a quick summary of some of the weapons/rules that we haven't seen yet? I'm trying to Google Translate them, but it's iffy at best.
Tombard wrote: 10 pictures incoming. Have fun :> I hope everything works...
Spoiler:
There goes all of my money for this month. Sooo happy
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
Wait a minute...is it just me, or do these guys have 2 wounds? Look at the profiles posted on p. 78, there's not a single "1" on there. I'm guessing LP are Lebenspunkte, "life points".
If so, that really makes these guys more durable against small arms fire, along with their armor conferring a 4+/6++.
My inner 13 yr old just died from pure joy. The customizability for these kits is going to be amazing....just imagine if you can swap parts between all of them and they are fully interchangeable.......Mother of god
Are they on 40mm? or 25?
But yea, those rules are the tits
Yea, you are probably right hulksmash, they are most likely on 32s with the regular skittari on 25s
This message was edited 2 times. Last update was at 2015/03/31 14:47:48
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
Equipment rules that I can see:
a model with data acquisition skull increases its moral value by 1 and receives the special rule Acute Senses.
Sicarian Battle Armor provides a 4+ armor save and 6+ saving throw (?)
a converter box gives a saving throw of 4+. At the end of each phase, in which the carrier one or more awarded by the Konvertrerfeld has passed saving throws, all units must pass a test within D6 inches to the wearer as they had been hit by a weapon with the special control screens . Friendly units can repeat this test.
Peregrine - If you like the army buy it, and don't worry about what one random person on the internet thinks.
There is no hint on the painting page =) The only teaser is the one line on the last page, nothing more.
A small article to the imperative doctrines is on page 28, but tells nothing new. The rule i posted on the previous page shows what they do: immense short time buffs for different situations. The article points out the obvious: the right doctrine in the right situation let you win games I suppose there are not only shooting buffs, but melee buffs, armor buffs etc.
@Requizen, i do not know all the english rule names, but i make an attempt at translating everything accordingly which is found on the equipment page i posted.
- Flechette Blaster: 12" S 2 AP - Salvopistol (5 shots), Rend
- Storm Carbine: 18" S4 AP - Assault 3
- Transsonic Weapons are listed 3:
Transsonic Blade: S +1 AP 5 Melee Transsonic
Transsonic Knife: S User AP 5 Melee Transsonic
Chorda-Claw: S User AP 5 Melee Transsonic Molecular Dissonance
Transsonic: to hit roll of 6 wounds automatically, ignoring toughness. In the first round of a melee all to wound rolls of 6 have AP2, in all other rounds EVERY wounds have AP 2. (This shows the weapon adjusting its frequency to the material they hit....weird tech inc :> )
Molecular Dissonance: One of the attacks the model has, gains the rule Fleshbane (i hope this is the correct one :/ )
- Taserstaff S +2 AP - Melee, Taser
Taser: to hit rolls of 6 = 2 additional hits
- Ghostbreaker Grenades Shooting: 8" S X AP 4 Assault 1 Explosive (3" Haywire? (Impuls on german) Neural Trauma
Melee: S3 AP 4 Haywire?
Neural Trauma: Always wound on a 4
- Converter Field: Invul.Save of 4. After passing one or more invul saves with this equipment, all units within 6" must pass blind tests, friendlies can reroll those
- Digital Weapons: nothing new
- Refractor Field (not sure about that translation) Invul Save of 5
- Data Grip Sting (what a name -_-) S User AP 5 Melee Datasting Haywire(?) Special Weapon
Datasting: additional attack at initiative 10, but no additional pile in move.
- Sicarian Battle Armor: Armor Save 4+ Invul Save 6+
- Data Acquisition Skull: +1 Morale and Acute Senses
That is all the equipment listet. The page with the weapon closeups has only fluffy descriptions, that, while very cool and special and quite mad, gain no further insight in gameplay, so i wont translate those :>
Edit: yes, they all have 2 wounds! I like.
This message was edited 1 time. Last update was at 2015/03/31 14:54:11
Tombard wrote: There is no hint on the painting page =) The only teaser is the one line on the last page, nothing more.
A small article to the imperative doctrines is on page 28, but tells nothing new. The rule i posted on the previous page shows what they do: immense short time buffs for different situations. The article points out the obvious: the right doctrine in the right situation let you win games I suppose there are not only shooting buffs, but melee buffs, armor buffs etc.
@Requizen, i do not know all the english rule names, but i make an attempt at translating everything accordingly which is found on the equipment page i posted.
- Flechette Blaster: 12" S 2 AP - Salvopistol (5 shots), Rend
- Storm Carbine: 18" S4 AP - Assault 3
- Transsonic Weapons are listed 3:
Transsonic Blade: S +1 AP 5 Melee Transsonic
Transsonic Knife: S User AP 5 Melee Transsonic
Chorda-Claw: S User AP 5 Melee Transsonic Molecular Dissonance
Transsonic: to hit roll of 6 wounds automatically, ignoring toughness. In the first round of a melee all to wound rolls of 6 have AP2, in all other rounds EVERY wounds have AP 2. (This shows the weapon adjusting its frequency to the material they hit....weird tech inc :> )
Molecular Dissonance: One of the attacks the model has, gains the rule Fleshbane (i hope this is the correct one :/ )
- Taserstaff S +2 AP - Melee, Taser
Taser: to hit rolls of 6 = 2 additional hits
- Ghostbreaker Grenades Shooting: 8" S X AP 4 Assault 1 Explosive (3" Haywire? (Impuls on german) Neural Trauma
Melee: S3 AP 4 Haywire?
Neural Trauma: Always wound on a 4
- Converter Field: Invul.Save of 4. After passing one or more invul saves with this equipment, all units within 6" must pass blind tests, friendlies can reroll those
- Digital Weapons: nothing new
- Refractor Field (not sure about that translation) Invul Save of 5
- Data Grip Sting (what a name -_-) S User AP 5 Melee Datasting Haywire(?) Special Weapon
Datasting: additional attack at initiative 10, but no additional pile in move.
- Sicarian Battle Armor: Armor Save 4+ Invul Save 6+
- Data Acquisition Skull: +1 Morale and Acute Senses
That is all the equipment listet. The page with the weapon closeups has only fluffy descriptions, that, while very cool and special and quite mad, gain no further insight in gameplay, so i wont translate those :>
Edit: yes, they all have 2 wounds! I like.
Thanks! Data Grip String is probably "Data Tether" imo. Transsonic is kinda cool, but that'd require them to survive in assault for more than one round, and with that statline that might not be that easy... (WS4, T3, W2, 4+/6++). I dunno how one is supposed to run these guys as pure assault, unless there's a special rule in their statline that makes them harder to kill.
2015/03/31 15:12:07
Subject: Adeptus Mechanicus for 40k p77/78 new pics
Tombard wrote: There is no hint on the painting page =) The only teaser is the one line on the last page, nothing more.
A small article to the imperative doctrines is on page 28, but tells nothing new. The rule i posted on the previous page shows what they do: immense short time buffs for different situations. The article points out the obvious: the right doctrine in the right situation let you win games I suppose there are not only shooting buffs, but melee buffs, armor buffs etc.
@Requizen, i do not know all the english rule names, but i make an attempt at translating everything accordingly which is found on the equipment page i posted.
- Flechette Blaster: 12" S 2 AP - Salvopistol (5 shots), Rend
- Storm Carbine: 18" S4 AP - Assault 3
- Transsonic Weapons are listed 3:
Transsonic Blade: S +1 AP 5 Melee Transsonic
Transsonic Knife: S User AP 5 Melee Transsonic
Chorda-Claw: S User AP 5 Melee Transsonic Molecular Dissonance
Transsonic: to hit roll of 6 wounds automatically, ignoring toughness. In the first round of a melee all to wound rolls of 6 have AP2, in all other rounds EVERY wounds have AP 2. (This shows the weapon adjusting its frequency to the material they hit....weird tech inc :> )
Molecular Dissonance: One of the attacks the model has, gains the rule Fleshbane (i hope this is the correct one :/ )
- Taserstaff S +2 AP - Melee, Taser
Taser: to hit rolls of 6 = 2 additional hits
- Ghostbreaker Grenades Shooting: 8" S X AP 4 Assault 1 Explosive (3" Haywire? (Impuls on german) Neural Trauma
Melee: S3 AP 4 Haywire?
Neural Trauma: Always wound on a 4
- Converter Field: Invul.Save of 4. After passing one or more invul saves with this equipment, all units within 6" must pass blind tests, friendlies can reroll those
- Digital Weapons: nothing new
- Refractor Field (not sure about that translation) Invul Save of 5
- Data Grip Sting (what a name -_-) S User AP 5 Melee Datasting Haywire(?) Special Weapon
Datasting: additional attack at initiative 10, but no additional pile in move.
- Sicarian Battle Armor: Armor Save 4+ Invul Save 6+
- Data Acquisition Skull: +1 Morale and Acute Senses
That is all the equipment listet. The page with the weapon closeups has only fluffy descriptions, that, while very cool and special and quite mad, gain no further insight in gameplay, so i wont translate those :>
Edit: yes, they all have 2 wounds! I like.
Thanks! Data Grip String is probably "Data Tether" imo. Transsonic is kinda cool, but that'd require them to survive in assault for more than one round, and with that statline that might not be that easy... (WS4, T3, W2, 4+/6++). I dunno how one is supposed to run these guys as pure assault, unless there's a special rule in their statline that makes them harder to kill.
Charge them into combats where you have some Vanguard in as well, so that whatever they're fighting is at -1T?
Tombard wrote: There is no hint on the painting page =) The only teaser is the one line on the last page, nothing more.
A small article to the imperative doctrines is on page 28, but tells nothing new. The rule i posted on the previous page shows what they do: immense short time buffs for different situations. The article points out the obvious: the right doctrine in the right situation let you win games I suppose there are not only shooting buffs, but melee buffs, armor buffs etc.
@Requizen, i do not know all the english rule names, but i make an attempt at translating everything accordingly which is found on the equipment page i posted.
- Flechette Blaster: 12" S 2 AP - Salvopistol (5 shots), Rend
- Storm Carbine: 18" S4 AP - Assault 3
- Transsonic Weapons are listed 3:
Transsonic Blade: S +1 AP 5 Melee Transsonic
Transsonic Knife: S User AP 5 Melee Transsonic
Chorda-Claw: S User AP 5 Melee Transsonic Molecular Dissonance
Transsonic: to hit roll of 6 wounds automatically, ignoring toughness. In the first round of a melee all to wound rolls of 6 have AP2, in all other rounds EVERY wounds have AP 2. (This shows the weapon adjusting its frequency to the material they hit....weird tech inc :> )
Molecular Dissonance: One of the attacks the model has, gains the rule Fleshbane (i hope this is the correct one :/ )
- Taserstaff S +2 AP - Melee, Taser
Taser: to hit rolls of 6 = 2 additional hits
- Ghostbreaker Grenades Shooting: 8" S X AP 4 Assault 1 Explosive (3" Haywire? (Impuls on german) Neural Trauma
Melee: S3 AP 4 Haywire?
Neural Trauma: Always wound on a 4
- Converter Field: Invul.Save of 4. After passing one or more invul saves with this equipment, all units within 6" must pass blind tests, friendlies can reroll those
- Digital Weapons: nothing new
- Refractor Field (not sure about that translation) Invul Save of 5
- Data Grip Sting (what a name -_-) S User AP 5 Melee Datasting Haywire(?) Special Weapon
Datasting: additional attack at initiative 10, but no additional pile in move.
- Sicarian Battle Armor: Armor Save 4+ Invul Save 6+
- Data Acquisition Skull: +1 Morale and Acute Senses
That is all the equipment listet. The page with the weapon closeups has only fluffy descriptions, that, while very cool and special and quite mad, gain no further insight in gameplay, so i wont translate those :>
Edit: yes, they all have 2 wounds! I like.
Thanks! Data Grip String is probably "Data Tether" imo. Transsonic is kinda cool, but that'd require them to survive in assault for more than one round, and with that statline that might not be that easy... (WS4, T3, W2, 4+/6++). I dunno how one is supposed to run these guys as pure assault, unless there's a special rule in their statline that makes them harder to kill.
Charge them into combats where you have some Vanguard in as well, so that whatever they're fighting is at -1T?
That doesn't change the fact that T3/4+ models die to even Imperial Guardsmen easily. Without an Invis equivalent or somesuch, they're going to explode once they reach combat except against like a single model.
2015/03/31 15:23:14
Subject: Adeptus Mechanicus for 40k p77/78 new pics
If they really do have FNP built-in, they're pretty great "not-terminators". 4+/5+++ on 2w on a platform that moves that quickly thanks to Dunestrider, sounds awesome.
Oh, and if a piece of wargear grants Acute Senses, I assume this confirms a Doctrine, a Relic, or a Warlord trait which grants Outflank? Could be awesome for Haywire Vanguard!!!
Tombard wrote: There is no hint on the painting page =) The only teaser is the one line on the last page, nothing more.
A small article to the imperative doctrines is on page 28, but tells nothing new. The rule i posted on the previous page shows what they do: immense short time buffs for different situations. The article points out the obvious: the right doctrine in the right situation let you win games I suppose there are not only shooting buffs, but melee buffs, armor buffs etc.
@Requizen, i do not know all the english rule names, but i make an attempt at translating everything accordingly which is found on the equipment page i posted.
- Flechette Blaster: 12" S 2 AP - Salvopistol (5 shots), Rend
- Storm Carbine: 18" S4 AP - Assault 3
- Transsonic Weapons are listed 3:
Transsonic Blade: S +1 AP 5 Melee Transsonic
Transsonic Knife: S User AP 5 Melee Transsonic
Chorda-Claw: S User AP 5 Melee Transsonic Molecular Dissonance
Transsonic: to hit roll of 6 wounds automatically, ignoring toughness. In the first round of a melee all to wound rolls of 6 have AP2, in all other rounds EVERY wounds have AP 2. (This shows the weapon adjusting its frequency to the material they hit....weird tech inc :> )
Molecular Dissonance: One of the attacks the model has, gains the rule Fleshbane (i hope this is the correct one :/ )
- Taserstaff S +2 AP - Melee, Taser
Taser: to hit rolls of 6 = 2 additional hits
- Ghostbreaker Grenades Shooting: 8" S X AP 4 Assault 1 Explosive (3" Haywire? (Impuls on german) Neural Trauma
Melee: S3 AP 4 Haywire?
Neural Trauma: Always wound on a 4
- Converter Field: Invul.Save of 4. After passing one or more invul saves with this equipment, all units within 6" must pass blind tests, friendlies can reroll those
- Digital Weapons: nothing new
- Refractor Field (not sure about that translation) Invul Save of 5
- Data Grip Sting (what a name -_-) S User AP 5 Melee Datasting Haywire(?) Special Weapon
Datasting: additional attack at initiative 10, but no additional pile in move.
- Sicarian Battle Armor: Armor Save 4+ Invul Save 6+
- Data Acquisition Skull: +1 Morale and Acute Senses
That is all the equipment listet. The page with the weapon closeups has only fluffy descriptions, that, while very cool and special and quite mad, gain no further insight in gameplay, so i wont translate those :>
Edit: yes, they all have 2 wounds! I like.
Thanks! Data Grip String is probably "Data Tether" imo. Transsonic is kinda cool, but that'd require them to survive in assault for more than one round, and with that statline that might not be that easy... (WS4, T3, W2, 4+/6++). I dunno how one is supposed to run these guys as pure assault, unless there's a special rule in their statline that makes them harder to kill.
Charge them into combats where you have some Vanguard in as well, so that whatever they're fighting is at -1T?
That doesn't change the fact that T3/4+ models die to even Imperial Guardsmen easily. Without an Invis equivalent or somesuch, they're going to explode once they reach combat except against like a single model.
Well, we don't know what the Doctrina Imperatives do(beyond the one Tom posted where you gain +3BS at the penalty of losing 2WS), so we might have something that boosts up WS significantly.
2015/03/31 15:30:38
Subject: Adeptus Mechanicus for 40k p77/78 new pics
Are there any pics there that aren't already posted in this thread? I don't have an account there and I can't make a throw away account at the moment. The link is coming up "you don't have permission to view that".
2015/03/31 15:41:01
Subject: Adeptus Mechanicus for 40k p77/78 new pics
T3 means their 2 wounds and FNP aren't going to matter most of the time.
"'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.
2015/03/31 15:42:48
Subject: Adeptus Mechanicus for 40k p77/78 new pics
DarknessEternal wrote: T3 means their 2 wounds and FNP aren't going to matter most of the time.
yeah, there is a lot of str6+ out there.
Also if skitarii and ironhands denote a trend, it might be FNP6+ rather than 5+....
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++
2015/03/31 15:44:01
Subject: Adeptus Mechanicus for 40k p77/78 new pics