Switch Theme:

Codex: Chaos Space Marines (Preorder: August 5th / Release: August 12th)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
The New Miss Macross!





Deep Frier of Mount Doom

 CthuluIsSpy wrote:
Yeah, its +1 to armor save when in cover.
I don't know why people keep thinking its a hit modifier. It's clearly stated in the rules for cover that it gives a bonus to armor.


Because it would make more sense to have it a hit modifier since cover blocking a shot or a stealth system hiding your position successfully means you're not actually hit... not that your actual armor is suddenly more effective at absorbing bullets.

This message was edited 1 time. Last update was at 2017/08/06 21:11:39


 
   
Made in es
Power-Hungry Cultist of Tzeentch




Spain

Yup, my bad.

The question is still valid though... does the -1 to hit for AL stack with the -1 to hit from The Changeling?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 warboss wrote:
 CthuluIsSpy wrote:
Yeah, its +1 to armor save when in cover.
I don't know why people keep thinking its a hit modifier. It's clearly stated in the rules for cover that it gives a bonus to armor.


Because it would make more sense to have it a hit modifier since cover blocking a shot or a stealth system hiding your position successfully means you're not actually hit... not that your actual armor is suddenly more effective at absorbing bullets.


And yet its clearly stated in the rules what it does. It doesn't matter if it seems odd, what matters is that a lot of people are getting what is clearly defined wrong.
It makes a lot more sense if armor is taken before wounding rolls, but no one makes that error.

Also, one can say that cover improving armor does make sense as now the shot has to bypass cover and armor. Kinetic energy is lost from penetrating the cover, thus allowing the armor to shrug off the shot. There, there's your reason.

This message was edited 1 time. Last update was at 2017/08/06 21:41:52


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





It's good this way. Improving armor on space marines doesn't matter all that much while the other factions benefit greatly unless getting shot by heavy weapons. Whereas a -1 to hit would barely affect space marine shooters and greatly benefit them against factions that have horrible shooting already. Hordes depend on that blob shooting to get a few wounds in and if you're negating half their shots just by standing next to a tree... that's lame.

Armor can POTENTIALLY negate half your shots with the buff going from 3+ to 2+ but this won't always happen nor will it impact heavy weapons as much as the hit modifier would. They already get so few shots that making them fail to hit and deny their super strength a chance to wound is horrible.

It's not the first or last unrealistic or non-common sense thing in this edition. But it works!

It's called a thick skin. The Jersey born have it innately. 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

 CthuluIsSpy wrote:
 warboss wrote:
 CthuluIsSpy wrote:
Yeah, its +1 to armor save when in cover.
I don't know why people keep thinking its a hit modifier. It's clearly stated in the rules for cover that it gives a bonus to armor.


Because it would make more sense to have it a hit modifier since cover blocking a shot or a stealth system hiding your position successfully means you're not actually hit... not that your actual armor is suddenly more effective at absorbing bullets.


And yet its clearly stated in the rules what it does. It doesn't matter if it seems odd, what matters is that a lot of people are getting what is clearly defined wrong.


You complained about others making the mistake and asked why and I answered your question. I'm not arguing that they're getting the rule wrong but rather explaining why they are. No need to get defensive.

This message was edited 1 time. Last update was at 2017/08/06 22:07:01


 
   
Made in us
Longtime Dakkanaut




 Arkaine wrote:
It's good this way. Improving armor on space marines doesn't matter all that much while the other factions benefit greatly!


Out of cover both a 5 man marine squad and a 10 man guard squad would expect it to take 15 wounds before saves to kill them. Inside cover, space marines take 30 while the guard squad takes 20. That's a larger relative benefit to SMs, or any other 3+ army. You are correct that a - hit modifier matters less to SM than other armies though.

This message was edited 1 time. Last update was at 2017/08/06 22:10:29


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 ochobits wrote:
Yup, my bad.

The question is still valid though... does the -1 to hit for AL stack with the -1 to hit from The Changeling?

Aye it does, now you only have to work out the problem of the lack of range on Heretic Astartes Daemon units.

Although... Now that posessed have 2W... You could take a 20 man unit of possessed, make them AL for -1 to hit, take the Changeling for -2 to hit, have a Herald for S6, cast Boon of change for S7, T5, A1+d3 and even cast the new Tzeentch power for a 4++. Lot of points but it'd be a tough nut to crack...

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Fixture of Dakka






Voss wrote:
 Grot 6 wrote:
 buddha wrote:
Any word on if marks do anything other than add keywords?


Honestly it looks like someone overlooked writing about them. right now, all they are is a footnote.


Nope. They control interactions.

I think people misunderstand what keywords are for: they're a reference tag or pointer for other rules.

GW's problem is
a) they didn't bother to explain the design intent behind them (to be honest, I don't think they really understand them, just that they're a recently popular way of handling rules)
a1) this really shines through because they don't have types or subtypes: faction, subfaction, marks, and unit types are all under keywords as if they were the same thing, which lead to having to clarify that stormtroopers and ogryn auxiliary aren't actually regiments, which would have been clear if the keywords had types. [Much like with programming variables, integers and decimals aren't the same thing and shouldn't be used interchangeably). Which was also why the <Stupid Exploit> chapter/regiment/forge world had to be quashed, because they didn't bother to explain or assign types the keywords.

b) there are far too many (and they're left open to be effectively infinite- every planet in the galaxy could have a different guard regiment, for example)

c) simultaneously with the too many keywords, there aren't many rules that interact with them. This isn't necessarily a problem, but the player base is accustomed to Marks being really significant and paint scheme... not so much. That they just seem to be targets for a few spells and stratagems lessens their significance immensely. Hence why GW is recommending silly things like Iron Warrior Tzeentch Terminators and Sorcerers, and Slaaneshi Havocs (to use the double shoot stratagem) to prop up the shoddy Chapter Tactics of the non-god legions. The fluff is out the window in favor of scrounging up the few buffs that even exist.


That is an interesting take on it, and I never really thought of them in that way before.

You think that GW is going to readdress these as they continue on the single chapter books?



At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money. 
   
Made in es
Power-Hungry Cultist of Tzeentch




Spain

 mrhappyface wrote:
Aye it does, now you only have to work out the problem of the lack of range on Heretic Astartes Daemon units.

Although... Now that posessed have 2W... You could take a 20 man unit of possessed, make them AL for -1 to hit, take the Changeling for -2 to hit, have a Herald for S6, cast Boon of change for S7, T5, A1+d3 and even cast the new Tzeentch power for a 4++. Lot of points but it'd be a tough nut to crack...


That was exactly my idea, but with a 10 man unit. The Changelling, a Herald on Disc and the Possesed advancing every turn, maybe with a Sorcerer on Disc casting warptime on them as well. I guess I'd only use the new Tzeentch power depending on the enemy they are charging. The group will be completed with 3 flamers and a Exalted flamer. If I can get them on the other side of the table on Turn 2 I'd be a happy Chaos player.

This message was edited 1 time. Last update was at 2017/08/06 22:34:27


 
   
Made in us
Frightening Flamer of Tzeentch




 mrhappyface wrote:
 ochobits wrote:
Yup, my bad.

The question is still valid though... does the -1 to hit for AL stack with the -1 to hit from The Changeling?

Aye it does, now you only have to work out the problem of the lack of range on Heretic Astartes Daemon units.

Although... Now that posessed have 2W... You could take a 20 man unit of possessed, make them AL for -1 to hit, take the Changeling for -2 to hit, have a Herald for S6, cast Boon of change for S7, T5, A1+d3 and even cast the new Tzeentch power for a 4++. Lot of points but it'd be a tough nut to crack...


I seen some places rule that changeling dose not work for CSM daemons as the daemon keyword is in the wrong place

2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
 
   
Made in us
Loyal Necron Lychguard





 ochobits wrote:
Aye it does, now you only have to work out the problem of the lack of range on Heretic Astartes Daemon units.

Obliterators! With 12 shots in a unit now they seem to be pretty good, and with Alpha Legion+Changeling they should be very difficult to shift.
   
Made in es
Power-Hungry Cultist of Tzeentch




Spain

Oldmike wrote:

I seen some places rule that changeling dose not work for CSM daemons as the daemon keyword is in the wrong place


Interesting... but in the latest FAQ it was stated that CSM daemons benefit from Heralds' auras, I don't see why it should be different with The Changelling.

Arachnofiend wrote:

Obliterators! With 12 shots in a unit now they seem to be pretty good, and with Alpha Legion+Changeling they should be very difficult to shift.


If only they had cool models! I hav some spares termies, I could throw a ton of Green Stuff on them and try to turn them into Obliterators and see how they go. They could Deep Strike 13" away the enemy when the rest of the group gets there.

This message was edited 1 time. Last update was at 2017/08/06 22:41:20


 
   
Made in us
Terrifying Doombull




 Grot 6 wrote:
Voss wrote:
 Grot 6 wrote:
 buddha wrote:
Any word on if marks do anything other than add keywords?


Honestly it looks like someone overlooked writing about them. right now, all they are is a footnote.


Nope. They control interactions.

I think people misunderstand what keywords are for: they're a reference tag or pointer for other rules.

GW's problem is
a) they didn't bother to explain the design intent behind them (to be honest, I don't think they really understand them, just that they're a recently popular way of handling rules)
a1) this really shines through because they don't have types or subtypes: faction, subfaction, marks, and unit types are all under keywords as if they were the same thing, which lead to having to clarify that stormtroopers and ogryn auxiliary aren't actually regiments, which would have been clear if the keywords had types. [Much like with programming variables, integers and decimals aren't the same thing and shouldn't be used interchangeably). Which was also why the <Stupid Exploit> chapter/regiment/forge world had to be quashed, because they didn't bother to explain or assign types the keywords.

b) there are far too many (and they're left open to be effectively infinite- every planet in the galaxy could have a different guard regiment, for example)

c) simultaneously with the too many keywords, there aren't many rules that interact with them. This isn't necessarily a problem, but the player base is accustomed to Marks being really significant and paint scheme... not so much. That they just seem to be targets for a few spells and stratagems lessens their significance immensely. Hence why GW is recommending silly things like Iron Warrior Tzeentch Terminators and Sorcerers, and Slaaneshi Havocs (to use the double shoot stratagem) to prop up the shoddy Chapter Tactics of the non-god legions. The fluff is out the window in favor of scrounging up the few buffs that even exist.


That is an interesting take on it, and I never really thought of them in that way before.

You think that GW is going to readdress these as they continue on the single chapter books?

Nope. They actually can't. Changing keywords at this stage would be like changing the dice to 4 or 8 sided dice, the system would just explode.
They have to be used consistently throughout the run of this edition, or things won't work, for factions/sub-factions, unit types like infantry or fliers, and even weapons (which are keywords, even though they're formatted and presented in a different fashion, which is why the assault weapon rules are wonky- the rule writer seems to have been under the impression that having an assault weapon gave the 'assault' keyword to the entire unit, when in fact it's model-based. Which is why keyword types are important to define beforehand).

I think the big difference going forward is sub-factions and factions will have less of everything. And much of what we'll see will be rehashes of the same stuff (most factions will have a stealth subfaction that gets -1 to hit at over 12", another that ignores cover saves and so on).

The single chapter books will just straight up have fewer options, and (at least for stratagems, a couple reprints from their parent and then some bonus stratagems just for them. Which in a way will be a win, since they'll get more tailored material than legions/chapters in the main books, but they'll also be arbitrarily be missing access to some of the universal good stuff (in terms or relics/warlord/stratagems).

The interesting thing to see will be how they handle orks and eldar (with established sub-factions where people will have expectations), vs Necron dynasties and AdMech Forge Worlds, which are just going to be pulled out of a convenient nether region right before printing.

Efficiency is the highest virtue. 
   
Made in us
Thrall Wizard of Tzeentch





Oldmike wrote:

I seen some places rule that changeling dose not work for CSM daemons as the daemon keyword is in the wrong place

This is clearly addressed in the Designer's Commentary.

Designer's Commentary wrote:
Q: What is the difference between a keyword and a Faction keyword?
A: The only real difference is that Faction keywords are used when building an army; when Battle-forging an army, for instance, you will often only be able to include units in the same detachment if they share the same Faction keyword. Also, if you are playing a matched play game, you will need to have an Army Faction – this is a Faction keyword that is shared by all of the units in your entire army (with the exception of those that are Unaligned). Once the battle has begun, there is no functional difference between a keyword and a Faction keyword.
   
Made in us
Frightening Flamer of Tzeentch




TzeentchNet wrote:
Oldmike wrote:

I seen some places rule that changeling dose not work for CSM daemons as the daemon keyword is in the wrong place

This is clearly addressed in the Designer's Commentary.

Designer's Commentary wrote:
Q: What is the difference between a keyword and a Faction keyword?
A: The only real difference is that Faction keywords are used when building an army; when Battle-forging an army, for instance, you will often only be able to include units in the same detachment if they share the same Faction keyword. Also, if you are playing a matched play game, you will need to have an Army Faction – this is a Faction keyword that is shared by all of the units in your entire army (with the exception of those that are Unaligned). Once the battle has begun, there is no functional difference between a keyword and a Faction keyword.



Nice I missed this now here's a good question what tactic shoud I use for some Tzeentch warp talons and possessed with a chaos lord (love the models but can't use them in my thousand suns

2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Shadow Captain Edithae wrote:
I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.


They had that many? That is pretty excessive. I would have gone for 2 of each for a little bit of extra variance, but 1 of each is decent as well.
I wonder what necrons will get for their relic. Maybe just the voidreaper, but then what would the veil of darkness be? I hope we get the veil. That's a classic bit of gear.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 CthuluIsSpy wrote:
 Shadow Captain Edithae wrote:
I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.


They had that many? That is pretty excessive. I would have gone for 2 of each for a little bit of extra variance, but 1 of each is decent as well.
I wonder what necrons will get for their relic. Maybe just the voidreaper, but then what would the veil of darkness be? I hope we get the veil. That's a classic bit of gear.

The campaign books and "Angels of Death" had most if not all of the vanilla Chapters getting the same love as the actual book Chapters like BA/DA, barring characters.
   
Made in cn
Dangerous Skeleton Champion





I just have to say that the collectors edition for both of these books seems to be an incredibly poor deal. I know that this is usually true for collectors editions, but this one is really bad. You pay 30 dollars for a different cover and a ribbon? Really?

Necrons
Imperial Knights
Orcs and Goblins
Tomb Kings
Wood Elves
High Elves 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

That was true of many. The few that came with coins etc were even more insanely priced.

In an edition where buying the dead tree version already feels risky with the volatility of the written words I can't even consider the collector's.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in es
Power-Hungry Cultist of Tzeentch




Spain

Oldmike wrote:
Nice I missed this now here's a good question what tactic shoud I use for some Tzeentch warp talons and possessed with a chaos lord (love the models but can't use them in my thousand suns


Since both units have the Daemon keyword you might want to buff them with Heralds and The Changelling. Your Lord could go on a Disc of Tzeentch gaining that +1S from the Herald and the -1 to Hit from the Changelling, same with a CSM Sorcerer if you want to cast Prescience or Warptime on the Possesed. Warptalons could deep strike on the right moment once the group gets close to the enemy. Casting Boon of Change on the Possesed could give you quite a devastating unit if you are lucky with the D3 roll.

Now, I know this can be a pretty expensive combo, and your strategy may vary depending on your opponent - you will need to rush the group to get to other side of the board when facing Tau or Astra Militarum or stay in your deployment zone if you are facing Tyranids, Orks or Berserkers. I still have to playtest a lot but I think it offers quite a lot versatility and I'm having a blast converting the models.

This message was edited 1 time. Last update was at 2017/08/07 09:00:35


 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 CthuluIsSpy wrote:
 Shadow Captain Edithae wrote:
I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.


They had that many? That is pretty excessive. I would have gone for 2 of each for a little bit of extra variance, but 1 of each is decent as well.
I wonder what necrons will get for their relic. Maybe just the voidreaper, but then what would the veil of darkness be? I hope we get the veil. That's a classic bit of gear.


How is it excessive exactly? IIRC, the fething Ultramarines get that many relics and warlord traits in the new Codex. Why not the Raven Guard and White Scars too?

They gave us RG and WS players our own relics and trait lists in 7e. Now they've taken them away. Thats a step backwards no matter how you characterize it.
   
Made in au
Liche Priest Hierophant







In the new SM codex Ultramarines get exactly 1 relic and 1 command trait.

And in 7th they had to wait for the 3rd last campaign book of the edition to even get anything unique to them (besides ~1 million characters and tyranic veterans, of course).

This message was edited 1 time. Last update was at 2017/08/07 12:36:32


 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




There's a lot of decrying marine chapters losing variance but they still have more now (1 trait 1 relic) than chaos legions had for long, long time.

The playing field is being levelled and that can only be good I expect to see necrons etc. Get a dozen or so relics and maybe 6 major dynasties, each getting similar treatment.

Probably likely to be the pattern for future books were seeing.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Dudeface wrote:
There's a lot of decrying marine chapters losing variance but they still have more now (1 trait 1 relic) than chaos legions had for long, long time.

The playing field is being levelled and that can only be good I expect to see necrons etc. Get a dozen or so relics and maybe 6 major dynasties, each getting similar treatment.

Probably likely to be the pattern for future books were seeing.


I wouldn't call this "levelling the playing field". More like "pandering to the lowest common denominator".

Taking away options and variety from one faction to lower them to the standard of another faction is not what I want. I want that other faction to be boosted up to be on par with the rest of them.


Automatically Appended Next Post:
With the Kauyon campaign book, which I only purchased last Summer, I had a wide variety of Raven Guard relics, which let me do the things I want to do with my HQ characters.

I could give the Sniper Boltgun to a Veteran Scout Sgt, so I could approximate my own Raven Guard equivalent to Sgt Telion. Now I can't.

I could give the awesome Raven Guard Lightning claws (got bonus attacks for every wound it caused) and the Jump Pack that lets you use the jump pack to Move AND to Assault to a Captain, to create my own personalized RG captain (I don't want to use Kayvaan Shrike). Now I can't.

I could give the Raven Skull of Korvaad (grants a hatred aura bubble around the spot where the bearer dies), the assault Boltgun (basically a souped up Boltgun) and the Raven Guard artificer armour (grants shrouded) to my Chaplain, for a budget support character. Now I can't.


These are all new features and options that gave extra flavour and variety to my Raven Guard in the previous edition which I loved. I felt like my favourite Chapter was finally getting the love it deserved. Now thats all gone and now we have just a single Relic (the jump pack). I want those relics back, is a Relic and warlord trait list too much to ask for?

This message was edited 1 time. Last update was at 2017/08/07 13:22:21


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Shadow Captain Edithae wrote:
 CthuluIsSpy wrote:
 Shadow Captain Edithae wrote:
I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.


They had that many? That is pretty excessive. I would have gone for 2 of each for a little bit of extra variance, but 1 of each is decent as well.
I wonder what necrons will get for their relic. Maybe just the voidreaper, but then what would the veil of darkness be? I hope we get the veil. That's a classic bit of gear.


How is it excessive exactly? IIRC, the fething Ultramarines get that many relics and warlord traits in the new Codex. Why not the Raven Guard and White Scars too?

They gave us RG and WS players our own relics and trait lists in 7e. Now they've taken them away. Thats a step backwards no matter how you characterize it.


What are you going to do with 6 traits and 6 relics? Are you intending to use all relics in the same army? Must be an important even to have that many relics in such a small force.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

 Shadow Captain Edithae wrote:
Now thats all gone and now we have just a single Relic (the jump pack). I want those relics back, is a Relic and warlord trait list too much to ask for?

I guess that would be fine, you are ok with a Space Marine codex with 48 relics and 48 warlord traits? Hopefully GW doesn't run out of ideas after the 15th relic, and relic #30-48 aren't just rehashes?

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

Apparently the 30th anniversary marine (likely $30 usd) will be able to use the power weapon vet sergeant option that doesn't come as a bit in the intercessor kit much to everyone's surprise.

https://www.warhammer-community.com/2017/08/07/warhammer-40000-turns-30-and-theres-a-new-model-to-celebrate/
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Just bumping again for anyone who either has a book or knows if legions like EC and World Eaters can still bring noise Marines and berserkers as troops respectively? Thanks!

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Mighty Vampire Count






UK

 Shadow Captain Edithae wrote:
I'm not happy that they cut out a lot of the Chapter Warlord Traits and Relics.

The Raven Guard had 6 traits and 6 relics in Kauyon 7e....now they have 1 of each.


As Codex Blessed they do now get a relic for free rather than having to spend pts on it.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
 
Forum Index » News & Rumors
Go to: