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Made in us
Slaanesh Chosen Marine Riding a Fiend




Australia

Ah, good call.

The Circle of Iniquity
The Fourth Seal
 
   
Made in ch
The Dread Evil Lord Varlak





 AlmightyWalrus wrote:
Seeing as Black Templars still pay 13 PPM for Crusader Squads, does that mean it's a Black Paint or a Chainsword tax rather than a Spike Tax?


Probably a "feth you, your horse, aswell as your dog you non codex anderent plebian tax."

Probably.
In the case of BA and DA, because they clearly are malfunctioning heretics.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in pt
Journeyman Inquisitor with Visions of the Warp




Bolter Discipline is almost certainly going under the Champions of Ruin page. I really doubt they'd mention it without also mentioning Hateful Assault.
   
Made in us
Terrifying Doombull




 Mr Morden wrote:
I think its extremely poor that rules for the various high ranking offciers of a Chapter were not in the main Codex that they just released.


And that special rites weren't in the relevant supplement. This book reads literally like leftover material from CSM2.0, SM2 and Marine Supplements I-VI

Efficiency is the highest virtue. 
   
Made in ch
The Dread Evil Lord Varlak





Yoyoyo wrote:
Bolter Discipline is almost certainly going under the Champions of Ruin page. I really doubt they'd mention it without also mentioning Hateful Assault.

Maybee it's exploding 6"S but for boltguns against IoM units.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Voss wrote:
 Mr Morden wrote:
I think its extremely poor that rules for the various high ranking offciers of a Chapter were not in the main Codex that they just released.


And that special rites weren't in the relevant supplement. This book reads literally like leftover material from CSM2.0, SM2 and Marine Supplements I-VI

All of that content was obviously written at the same time so it's feasible and also adds to the perception that gw is intentionally giving superior rules to loyalist marines.

I wonder if gw have released any copies for review this weekend or if they'll hold off till next weekend since it's a 2 week preorder.


Automatically Appended Next Post:
Not Online!!! wrote:
Yoyoyo wrote:
Bolter Discipline is almost certainly going under the Champions of Ruin page. I really doubt they'd mention it without also mentioning Hateful Assault.

Maybee it's exploding 6"S but for boltguns against IoM units.

Doubt it as that would be to good against loyalists.

This message was edited 1 time. Last update was at 2019/11/15 22:13:58


 
   
Made in ch
The Dread Evil Lord Varlak





No, not really it would be good enough for Chaos because like melee exploding 6s are too good against all factions.

.

.
..



https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Decrepit Dakkanaut




 Red Corsair wrote:
Great, I look forward to 2 centurions getting replaced in a unit a turn now.

Oh and now a Slaplain (?) can basically grab a storm shield, because marines didn't have enough 3++ saves floating around on jump pack characters.

At this point I hope they give marines a buff in every single PA book, it's already absurd, may as well go whole hog for laughs

Nah. Slaplains are gonna stick with the relic Crozius. Yeah a 3++ is a big upgrade to a 4++, but going to D3 (and consequently D4 with the chant) is where the money is at.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in fr
Hallowed Canoness





Woah, even on the generally super-positive GW facebook page, people are angry about the amount of extra rules for marines. Marine players are complaining about having to bring too many books. Everyone else is complaining about Marines getting all the good stuff.

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in gb
Lethal Lhamean




Birmingham

 An Actual Englishman wrote:
BrianDavion wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 Crazyterran wrote:
Yoyoyo wrote:
Well usually Marines get the goodies first and they roll out to the other factions later. So, maybe?


Necrons got Decurions first, Orks and Space Wolves were first of 7th, Sisters were the first of 6th (apparently)…

C:SM has been solidly middle of the pack for multiple editions, so people crying about Marines being #1 all the time are just being silly.


he's not wrong that marines often are the first with something though, granted a lot of the time what seems to happen is GW introduces a mechanic that is supposed to make marines stand out and be differant/unique from the other armies in the game and then everyone else wants it. the first 8th edition marine dex underperforming was no suprise


Can you give any examples, at all, of the bolded bit excluding the latest supplements? Any at all?



chapter tactics. Marines got that, it was pretty much their one big mechanic (back in 6th/7th every army had a mechanic that seperated them from just their stats, Guardf had orders, Eldar had their ability etc) marines had chapter tactics. Chaos was absolutely right to ask for theirs to, but by and large when GW gave EVERYONE chapter tactics for 8th it meant Marines lost something. by contrast, did anyone else get the guard orders?



And what was the Ork unique *thing* pray tell? What was that Eldar ability you mentioned? Every faction got Chapter Tactic equivalents because every faction deserves them. Not sure how other factions gaining something is a loss to Marines, that is probably one of the daftest things I've read here.

He's conveniently ignoring that Space Marines had Doctrines and And They Shall Know No Rules (well, Fear, but it conveniently ignored the downsides to ever taking a moral check and most factions with abilities to effect leadership found they didn't work against Marines for no apparent reason), the army wide special rules equivelant to Power From Pain, Rising Crescendo, Battle Focus and Instinctive Behaviour, and then gained indavidual Chapter Tactics, formations, relics, warlord traits, something like 6 psychic disciplines and only Chaos got anything like that, but 6 months before the end of the edition.

Besides, Eldar got in there first with the Codex Craftworlds supplement in 3rd ed that gave rules to the 5 main Craftworlds, so if Brian's going to complain that Space Marines had their one "unique" mechanic taken away from them and given to everybody, then he'll have to acknowledge that Marines only got it by having it taken away from Eldar.

This message was edited 1 time. Last update was at 2019/11/16 01:42:01


 
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

Do the full translates, German speakies.


Automatically Appended Next Post:
The effect is presumably in the top left, but the other text would be nice.
[Thumb - 98AB6ADF-3394-4AA8-B0B6-BAEDB4665346.jpeg]

[Thumb - F850CE91-9493-41F4-B3C5-B78679C6C391.jpeg]

[Thumb - D010CEE1-A1AD-440B-8127-21E2809EE084.jpeg]

This message was edited 1 time. Last update was at 2019/11/16 02:38:33


If the truth can destroy it, then it deserves to be destroyed. 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Apple Peel wrote:
Do the full translates, German speakies.


Automatically Appended Next Post:
The effect is presumably in the top left, but the other text would be nice.

The only German I know is from Rammstien songs but the night lords one is the rumored 8th edition rework of stormbolt plate: 2+ save always counts as cover and I'm pretty sure the we have come for you strategem.

The iron warrior one looks like the rumored mechandrite relic and the previewed warlord trait.

Alpha legion looks like the saboteur strategem and not sure about the other.

This message was edited 1 time. Last update was at 2019/11/16 03:00:27


 
   
Made in us
Morphing Obliterator




The Void



Taken from B&C thread: http://www.bolterandchainsword.com/topic/359378-chaos-rumors-in-psychic-awakening-2/page-12#entry5427340

Always 1 on the crazed roll. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'm always impressed at the restraint GW has shown when it comes to the Mortal Wound rules. They could be handing them out to just about everything, but instead they're exceptionally rare and on very niche units, making their inclusion all the more deadly. This applies doubly to AoS.

This message was edited 1 time. Last update was at 2019/11/16 04:13:28


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in lu
Rampaging Khorne Dreadnought






what he said, the rest is stuff already spoiled on the community page.

This message was edited 1 time. Last update was at 2019/11/16 04:14:58


 
   
Made in ca
Commander of the Mysterious 2nd Legion





 H.B.M.C. wrote:
I'm always impressed at the restraint GW has shown when it comes to the Mortal Wound rules. They could be handing them out to just about everything, but instead they're exceptionally rare and on very niche units, making their inclusion all the more deadly. This applies doubly to AoS.



way to jinx it man


Automatically Appended Next Post:
 Imateria wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 Crazyterran wrote:
Yoyoyo wrote:
Well usually Marines get the goodies first and they roll out to the other factions later. So, maybe?


Necrons got Decurions first, Orks and Space Wolves were first of 7th, Sisters were the first of 6th (apparently)…

C:SM has been solidly middle of the pack for multiple editions, so people crying about Marines being #1 all the time are just being silly.


he's not wrong that marines often are the first with something though, granted a lot of the time what seems to happen is GW introduces a mechanic that is supposed to make marines stand out and be differant/unique from the other armies in the game and then everyone else wants it. the first 8th edition marine dex underperforming was no suprise


Can you give any examples, at all, of the bolded bit excluding the latest supplements? Any at all?



chapter tactics. Marines got that, it was pretty much their one big mechanic (back in 6th/7th every army had a mechanic that seperated them from just their stats, Guardf had orders, Eldar had their ability etc) marines had chapter tactics. Chaos was absolutely right to ask for theirs to, but by and large when GW gave EVERYONE chapter tactics for 8th it meant Marines lost something. by contrast, did anyone else get the guard orders?



And what was the Ork unique *thing* pray tell? What was that Eldar ability you mentioned? Every faction got Chapter Tactic equivalents because every faction deserves them. Not sure how other factions gaining something is a loss to Marines, that is probably one of the daftest things I've read here.

He's conveniently ignoring that Space Marines had Doctrines and And They Shall Know No Rules (well, Fear, but it conveniently ignored the downsides to ever taking a moral check and most factions with abilities to effect leadership found they didn't work against Marines for no apparent reason), the army wide special rules equivelant to Power From Pain, Rising Crescendo, Battle Focus and Instinctive Behaviour, and then gained indavidual Chapter Tactics, formations, relics, warlord traits, something like 6 psychic disciplines and only Chaos got anything like that, but 6 months before the end of the edition.

Besides, Eldar got in there first with the Codex Craftworlds supplement in 3rd ed that gave rules to the 5 main Craftworlds, so if Brian's going to complain that Space Marines had their one "unique" mechanic taken away from them and given to everybody, then he'll have to acknowledge that Marines only got it by having it taken away from Eldar.


Umm no Marines didn't have doctrines.Doctrines where the Ultramarine chapter tactic, (that the gladius gave you more of because only being able to activate 1 doctrine per game and having one of each was a terriable chapter tactic)

This message was edited 1 time. Last update was at 2019/11/16 04:21:30


Opinions are not facts please don't confuse the two 
   
Made in se
Ferocious Black Templar Castellan






Sweden

 Imateria wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 Crazyterran wrote:
Yoyoyo wrote:
Well usually Marines get the goodies first and they roll out to the other factions later. So, maybe?


Necrons got Decurions first, Orks and Space Wolves were first of 7th, Sisters were the first of 6th (apparently)…

C:SM has been solidly middle of the pack for multiple editions, so people crying about Marines being #1 all the time are just being silly.


he's not wrong that marines often are the first with something though, granted a lot of the time what seems to happen is GW introduces a mechanic that is supposed to make marines stand out and be differant/unique from the other armies in the game and then everyone else wants it. the first 8th edition marine dex underperforming was no suprise


Can you give any examples, at all, of the bolded bit excluding the latest supplements? Any at all?



chapter tactics. Marines got that, it was pretty much their one big mechanic (back in 6th/7th every army had a mechanic that seperated them from just their stats, Guardf had orders, Eldar had their ability etc) marines had chapter tactics. Chaos was absolutely right to ask for theirs to, but by and large when GW gave EVERYONE chapter tactics for 8th it meant Marines lost something. by contrast, did anyone else get the guard orders?



And what was the Ork unique *thing* pray tell? What was that Eldar ability you mentioned? Every faction got Chapter Tactic equivalents because every faction deserves them. Not sure how other factions gaining something is a loss to Marines, that is probably one of the daftest things I've read here.

He's conveniently ignoring that Space Marines had Doctrines and And They Shall Know No Rules (well, Fear, but it conveniently ignored the downsides to ever taking a moral check and most factions with abilities to effect leadership found they didn't work against Marines for no apparent reason), the army wide special rules equivelant to Power From Pain, Rising Crescendo, Battle Focus and Instinctive Behaviour, and then gained indavidual Chapter Tactics, formations, relics, warlord traits, something like 6 psychic disciplines and only Chaos got anything like that, but 6 months before the end of the edition.

Besides, Eldar got in there first with the Codex Craftworlds supplement in 3rd ed that gave rules to the 5 main Craftworlds, so if Brian's going to complain that Space Marines had their one "unique" mechanic taken away from them and given to everybody, then he'll have to acknowledge that Marines only got it by having it taken away from Eldar.


Wasn't Codex: Space Wolves, Dark Angels, and Blood Angels a thing even in 1st edition?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Mighty Vampire Count






UK

 AlmightyWalrus wrote:
 Imateria wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 An Actual Englishman wrote:
BrianDavion wrote:
 Crazyterran wrote:
Yoyoyo wrote:
Well usually Marines get the goodies first and they roll out to the other factions later. So, maybe?


Necrons got Decurions first, Orks and Space Wolves were first of 7th, Sisters were the first of 6th (apparently)…

C:SM has been solidly middle of the pack for multiple editions, so people crying about Marines being #1 all the time are just being silly.


he's not wrong that marines often are the first with something though, granted a lot of the time what seems to happen is GW introduces a mechanic that is supposed to make marines stand out and be differant/unique from the other armies in the game and then everyone else wants it. the first 8th edition marine dex underperforming was no suprise


Can you give any examples, at all, of the bolded bit excluding the latest supplements? Any at all?



chapter tactics. Marines got that, it was pretty much their one big mechanic (back in 6th/7th every army had a mechanic that seperated them from just their stats, Guardf had orders, Eldar had their ability etc) marines had chapter tactics. Chaos was absolutely right to ask for theirs to, but by and large when GW gave EVERYONE chapter tactics for 8th it meant Marines lost something. by contrast, did anyone else get the guard orders?



And what was the Ork unique *thing* pray tell? What was that Eldar ability you mentioned? Every faction got Chapter Tactic equivalents because every faction deserves them. Not sure how other factions gaining something is a loss to Marines, that is probably one of the daftest things I've read here.

He's conveniently ignoring that Space Marines had Doctrines and And They Shall Know No Rules (well, Fear, but it conveniently ignored the downsides to ever taking a moral check and most factions with abilities to effect leadership found they didn't work against Marines for no apparent reason), the army wide special rules equivelant to Power From Pain, Rising Crescendo, Battle Focus and Instinctive Behaviour, and then gained indavidual Chapter Tactics, formations, relics, warlord traits, something like 6 psychic disciplines and only Chaos got anything like that, but 6 months before the end of the edition.

Besides, Eldar got in there first with the Codex Craftworlds supplement in 3rd ed that gave rules to the 5 main Craftworlds, so if Brian's going to complain that Space Marines had their one "unique" mechanic taken away from them and given to everybody, then he'll have to acknowledge that Marines only got it by having it taken away from Eldar.


Wasn't Codex: Space Wolves, Dark Angels, and Blood Angels a thing even in 1st edition?


Nope - The first Army lists were in Chapter Approved and none of those got army lists. Space Wolves and the others had different names but that was it. Later on the Spacec Wolves were portrayed as Vikings and the Angels had mainly cosmetic differences


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 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Apple Peel wrote:
Do the full translates, German speakies.


Automatically Appended Next Post:
The effect is presumably in the top left, but the other text would be nice.


Night Lords
Relic: Nightblack/Black as Night Armor
INFANTRY Model only. A model with this relic has a 2+ armor save and always counts as being in cover, even if it's not in or on terrain.
Stratagem: We are your end (1 CP)
Use at of your opponent's movement phase. Chose a unit of NIGHT LORDS from your army that is not a VEHICLE. Until your next turn, enemy unit within 1" of that unit cannot fall back, unless the have the VEHICLE or TITANIC keyword

Iron Warriors
Warlord Trait: Master of (the?) Siege
Attacks made with ranged weapons by friendly IRON WARRIOR HAVOC or IRON WARRIOR VEHICLE units within 6" of your warlord re-roll to wound rolls of 1.
Relic: Technotoxic(?) Mechatendrils
WARPSMITH modell only. This relic replaces the Mechatendrils.
Range: Melee Type: Melee S: User AP: 0 D: 1
When the user fights, he can make 4 additional attacks with this weapon. Only 4 attacks can be made with this weapon. When you score a hit with this weapon, the target suffers 1 mortal wound and the attack sequence ends.
(jidmah: Sounds like a over-complicated way to say it does up to 4 mortal wounds on a 3+?)

Alpha Legion
Warlord Trait: Headhunter
Your warlord can target CHARACTERS even if the are not the closest enemy units. When resolving a ranged attack with your warlord, each unmodified hit roll of 6 causes 1 mortal wound in addition to any other damage.
Stratagem: Sabotaged Arsenal (1CP)
Use in any phase before an enemy rolls to check whether a VEHICLE in his army explodes. If there is an ALPHA LEGION unit on the battlefield, add 3 to that roll. The roll can not be re-rolled.

I tried to get the translation to be as close to what the English rules would read like as possible. Names might or might not match, of course.

This message was edited 3 times. Last update was at 2019/11/16 09:27:57


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

We strats possible leak, this is doing the rounds
[Thumb - 19p3y0153xy31.jpg]

This message was edited 1 time. Last update was at 2019/11/16 12:37:00


 
   
Made in fr
Fresh-Faced New User



Issy Les Moulineaux

Hello,

Everything has been leaked. http://www.bolterandchainsword.com/topic/359378-chaos-rumors-in-psychic-awakening-2/page-12
https://youtu.be/raOS5Z1IQwg
And
https://youtu.be/aQ23BZfsYRI

This message was edited 1 time. Last update was at 2019/11/16 13:23:00


 
   
Made in us
[DCM]
Tzeentch's Fan Girl






Southern New Hampshire

 Latro_ wrote:
We strats possible leak, this is doing the rounds


Virules posted the direct link to this image last page, since, y'know, it came from HIS page. Just trying to help give credit where due.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Ah props to viruses, did check a page back didnt spot it sorry guys.

Cat is out the bag now! IW And AL are looking like the competitve options on first read.

 
   
Made in gb
Stalwart Tribune




My reactions to PA2 reveal.
Not Fixing the Chainsword relic for Alpha Legion in CSM 2.0. It's the same as codex space marines however is still D3 not 3 additional attacks.
No new legion traits for ANYONE - has to be the worst implementation of "supplement content." This is drastically shameful for Word Bearers LT what is literally free for any Space Marine army. Word Bearers being cool in fluff but they might as well not have a legion trait. They don't even get the copy and paste Eldar got for master of artisans and stealthy.

Wondering if the Chief Librarian PA2 Rules now invalidate the Blood Angels Index.

This message was edited 1 time. Last update was at 2019/11/16 13:56:17


 
   
Made in ch
The Dread Evil Lord Varlak





Also, how many warlords so i need now?

Considering that, how am I supposed to field them in a baseline overcosted dex.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in se
Ferocious Black Templar Castellan






Sweden

Interesting that the BT "can't fall back" Stratagem is army-wide but not guaranteed (2+) and 2CP while the Night Lords one is guaranteed but only one unit for 1CP. I'm genuinely trying to figure out which one is the better stratagem, so that's good I guess.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






BT is looking good, especially Grimaldus looks like a beast with his deny, two prayers and 4+ FNP bubble on his servitors. As your warlord he even gets two denies with +1 to his roll.

This message was edited 1 time. Last update was at 2019/11/16 14:39:39


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Between the Warlord Trait, the Litany, and the Phobos Warlord trait in C:SM there's three potential sources for increased charge distances. The Chaplain relic that lets you roll two dice and discard one for Litanies is great as well.

Some of the Stratagems are a bit meh (rerolling wounds for Scout units? I mean, I'll take it, but eh), overall this looks good but doesn't look like it'll risk breaking the game.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Amalgamated list of all the chaos rules all credit to:
Astral_Jackal @ B+C
http://www.bolterandchainsword.com/topic/359378-chaos-rumors-in-psychic-awakening-2/page-12


Emperors Children Rules:
Spoiler:

Warlord Traits:
1. Same at Codex
2. -1 to hit against warlord for enemy within 3"
3. when your Warlord Fights, you and your opponent secretly choose a number between one and three on a D6. Reveal at the same time, if the numbers differ, your warlord can make that many additional attacks. if they're the same nothing happens.
4. roll a D3 at the start of the fight phase, subtract that many attacks from enemy models within 1"
5. -1 damage against your warlord
6. re-roll charge rolls. if your warlord charges or heroic interventions, +1 S and A

Stratagems:

2CP: Combat Elixirs
- Profile on Community Website

1CP: Excess of Violence
- See Codex

1CP: Incessant Disdain
- Use at the end of your opponents charge phase. Select one EC character, that model can perform a 6" heroic intervention and can move 6" when doing so.

1CP: Honour the Prince
- Use in your Charge Phase. after making a charge roll for an EC Slaanesh unit, you can change the result of one of the D6 to a 6.

1CP: Excruciating Frequencies
- Use in your Shooting phase, when an EC Noise Marine unit from your army is chosen to Shoot. Until the end of the phase, add 1 to the strength and Damage of blast masters, sonic blasters and doom sirens.

1CP: Cruel Duelists
- Use in the Fight Phase, when an EC unit that's not a vehicle or cultist unit is chosen to fight. until the end of the phase, unmodified wound rolls of 6 have an AP characteristic of -3

1CP: Tactical Perfection
- use at start of first battle round, select one EC unit and re-deploy them in your deployment zone.

Relics:
The Endless Grin: morale tests within 6" roll and additional dice and you choose which is discarded. in addition, subtract 1 from Ld for enemy units within 6"

Fatal Sonancy:
- R 12", Assault D6, S6, ap -2, D 1, abilities: auto hits, ignore cover

Armour of Abhorrence: Enemy units cannot fire overwatch against this unit, enemy units that fail morale within 6", one additional model flees.

Remnant of Marayiglia: Priest models only. when resolving a prayer: re-roll wound rolls for EC within 6" until the end of the battle round - one use

Distortion: Power sword or force sword only.
- S User, ap - 4, D d3, abilities: can chose to X2 strength but -1 to hit.

Raiment Revulsive: Re-roll hit and wound rolls for attacks. re-roll charge rolls.

------------------------------------------------------------------------------------
World Eaters Rules:
Spoiler:

Warlord Traits:
1. From Codex
2. Add D3 to attacks if there are more enemy units within 3" than friendly units. these extra attacks last until the end of the fight phase.
3. See Community Website
4. +1 charges for friendly WE within 6"
5. half damage suffered against melee weapons (rounding up)
6. 6" heroic intervention. and warlord always fights first

Stratagems:
1CP: Scorn of Sorcery
- See Codex

1CP: Apocalyptic Frenzy
- Use during deployment. when you set up a WE infantry unit. at the start of the first battle round, you can move then 9". can't be within 9" of enemy units etc.

1CP: Skulls for the Skull Throne
- Use in the Fight phase, when an enemy CHARACTER model is destroyed from a WE character you gain D3 CP

2CP: Red Butchers
- use before the battle, Select one WE Terminator unit. add 1 to Strength characteristic and they gain the Blood For the Blood God ability (same one from the Khorne Berzerkers)

1CP: Maim! Kill! Burn!
- Use in the Fight phase. before you consolidate with a WE unit. Until the end of that phase, that unit can consolidate 6"

1CP: Wild Fury
- Use in the Fight phase, when you select a WE unit to fight with. improve the AP of that units melee weapons by 1 until the end of that phase.

1CP: Stoke the Nails
- Use in the Fight phase, when a WE Infantry or Biker unit (excluding cultists) fights. until the end of the phase, that units Death to the False Emperor ability affects any enemy unit. but its a 5+ against Imperium.

2CP: Blood for the Blood God!
- use in fight fight phase, if a WE unit destroys a unit in the fight phase, do not roll morale for that unit, its automatically passed.

Relics:
Crimson Killer: plasma Pistol only
- R12", S9, ap -3, d 3, abilities: unmodified wound rolls of 4+ inflict a mortal wound in addition to normal damage

Gorefather: See community website

Banner of Rage: Priest model only, once per battle at the start of the fight phase, add 1 to the attacks characteristics for friendly WE units within 6".

Berzerker Glaive: Power axe or axe of dismemberment.
- S +1, ap -2, D 2, abilites: 5+ feel no pain on the bearer.

Helm of Furore: Infantry model only. +2 Strength. Bearer must charge if there are any enemy units within 8"

Bloodhunger: When an enemy model is destroyed in the fight phase from this model, roll a D6, on a 4+ the bearer regains a lost wound.

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Iron Warriors Rules:
Spoiler:

Warlord Traits:
1. From Codex
2. unmodified hit rolls of 6 for friendly IW Daemon engine or Cult of Destruction models within 6" scores 1 additional hit
3. 5+ 'feel no pain'
4. When resolving an attack with AP1 made against friendly IW units within 6" and they're benefiting from cover, that attack becomes AP0
5. profile on Community Page
6. IW units within 6" do not suffer penalties for moving and firing heavy weapons

Stratagems:
1CP: Iron Within Iron Without
- Same at Codex

1CP: Methodical Annihilation
- Use in Shooting phase, select one IW unit to shoot then select one of the following effects to last to the end of the phase:
1. Re-roll damage
2. you can re-roll any or all of the dice to determine shots for weapons

1CP: Dour Duty
- use in opponents shooting phase or your charge phase. when resolving a shooting attack against an IW unit, worsen the AP by one.

1CP: Unholy Vigour
- use at start of movement phase, select one IW Vehicle, that model gains up to 3 lost wounds.

1CP: Tank Hunters
- use in shooting or Fight phase. when IW unit (not Cultists) shoots or fights, select one enemy Vehicle unit. re-roll wound rolls for that IW unit against the vehicle.

1CP: Rampant Techno-Virus
- use in shooting or Fight Phase. Select an IW Obliterator or Mutilator unit when they shoot or fight. you can re-roll any or all of the D3 rolls when using the fleshmetal guns or flesh metal weapons ability

2CP: Cannon Fodder
- Use this Stratagem at the start of your opponents shooting phase. select one IW infantry and one IW cultist unit wholly within 6" of that unit. until the end of the phase, enemy models cannot target that IW infantry unit if the selected IW cultists are visible.

1CP: Bitter Enmity
- use in the Fight phase. Select one IW unit to fight with. re-roll hit and wound rolls against Imperial Fists units.

Relics:
Siegebreaker Mace: Power maul or accursed Crozius only (Has 2 profiles)
Swing - S +2, ap -2, D 2
Smash - S x2, ap -3, D d6, Ablities, when using smash, it makes 2 attacks, in addition roll 2D6 for damage, discard the lowest.

Cranium Malevolis: in your shooting phase, this model can use the relic instead of shooting. roll a D6 for each enemy vehicle unit within 9". on a 4+ they take D3 mortal wounds, on a 6 they take 3 mortal wounds.

Insidium: Model gains the Daemon Keyword, add 1 to Strength, Toughness and wounds characteristics.

Axe of the Forgemaster: Power axe or daemonic axe only
- S +3, ap -3, D2, abilities: against vehicles, unmodified hit rolls of 5+ inflict D3 mortal wounds in addition to normal damage.

Spitespitter: Combi-bolter only
- R24", RF2, S 5, ap -3, D d3

Techno-Venemous Mechatendrills: Warpsmith only
- S User, AP 0, D 1, Abilites: 4 additional attacks (this weapon can only make 4 attacks). every hit scored does a mortal wound.

-------------------------------------------------------------------------------------------------------
Alpha Legion Rules:
Spoiler:

Warlord Traits:
1. From Codex
2. -1 to hit rolls against this Warlord.
3. Warlord can target characters. Unmodified Hit rolls of 6 inflict 1 mortal wound in addition to normal damage
4. at the start of the first battle round, before the turn begins. select up to 3 other AL units on the battlefield. redeploy them in your deployment zone
5. Profile on Community Page
6. once per battle, at the end of your Movement phase, you can remove your warlord and redeploy him within 3" of an AL unit and 9" from enemy units.

Stratagems:

1CP: Forward Operatives
- From Codex

2CP: Conceal
- use at start of opponents shooting phase. Select one AL infantry unit. cannot be targeted unless it's the closest visible unit.

1CP: Sabotaged Armoury
- profile on Community website

1CP: Scrambled Coordinates
- use in enemy movement phase, enemy units deploying as reinforcements have to be more than 12" away instead of 9"

1CP: Renascent Infiltration
- Use at the end of the your Movement phase. Select one AL Infantry unit more than 3" from enemy models (cannot select units that arrived from reserve). remove that unit and set them up more than 9" from enemy models
edit: might be more like: "Renascent Infiltration" only happens in your own movement phase, and removes the unit until (the end of?) your next movement phase.

2CP: Ambush
- use in opponents Movement phase, after your opponent has set up reinforcements, select one AL unit from your army within 18". they can shoot that unit as if it where your shooting phase.

1CP: Feigned Retreat
- Use in movement phase, select one AL unit, they can shoot after they fell back.

1CP: We are Alpharius
- Use before the battle, after nominating your Warlord, select another AL Character and generate a trait for them. can only use once per battle.

Relics:
Darkscale Plate: Infantry only. 2+ armour save, 5+ "feel no pain"

Mindveil: start of movement phase, while on the battlefield, roll 3D6. until the end of the phase, that models move characteristic is that result. this model can move over other models as if they weren't there (in the movement and charge phase). this model can charge after it fell back.

Hydra's Wail: once per battle, at the start of the turn. for the remainder of the turn, when your opponent uses a stratagem roll a D6, on a 4+ your opponent must spend an additional CP to use that stratagem or it has no effect and the CP spent are lost.

Viper's Wail: Combi-bolter only
- R24", RF2, S5, ap -3, D 2

Hydra's Teeth: Bolt weapon only, Grants the following abilities:
auto hits, wounds on a 2+ unless its a vehicle or titanic in which case it wounds on a 6+, ignores cover.

Shadeblade: Power sword or Force Sword only
- S +1, ap -3, D d3, abilites: -1 to hit against the bearer

-------------------------------------------------------------------------------------------------------
Night Lords Rules:
Spoiler:

Warlord Traits:
1. from codex
2. can charge after falling back, -1 to hit rolls against melee weapons
3. unmodified hit rolls of 6 cause a mortal wound in addition to other damage
4. Add D3 attack when charging, being charged, heroic intervention. these attacks last until the end of the fight phase
5. when in terrain, +1 to saving throw (not Invulnerable saves). In addition, whilst this model is in terrain, +1 to invulnerable saves (max of 3+)
6. If there are more friendly models within 3" than enemy models, add 1 to wound rolls for melee weapons

Stratagems:
1CP: In Midnight Clad
- from codex

2CP: Vox Scream
- use at the end of the movement phase, select an enemy model within 18" of a NL unit. until the start of your next movement phase, enemy units cannot be affected by the affected units aura abilities

1CP: Prey on the Weak
- use in shooting or fight phase, select a NL unit. Until the end of the shooting or fight phase, when targeting a unit with a lower Ld characteristic than that unit, add 1 to the hit rolls.

1CP: Hit and Run
- use in charge phase, select a NL unit, they can charge even if they fell back

1CP: We have come for you
- Profile on the Community page

1CP: From the Night
- Use at start of Charge phase, select one NL infantry unit in terrain, until the end of the turn, add 2 to charge rolls, and +1 to hit in Combat.

1CP: Raptor Strike
- Use in charge phase, select one NL Jump pack unit that was set up as reinforcements, roll 3D6 for charge rolls.

1CP: Flay them alive
- Use in the Fight phase, when a unit is destroyed from a NL unit. Until the end of the turn, when a moral test is taken for enemy units within 12" of that NL unit, your opponent rolls and additional D6 and can choose which to discard.

Night Lords Relics:


Flayer: Power Sword model only
- S +1, ap -3, D 2, abilities: each model destroyed from this weapon counts as 2 for moral

Storm Bolt plate: 2+ armour save, always counts as being in cover

Vox Daemonicus: Profile on Community Website

Talons of the Night Terror: Model that can FLY
- S +1, ap -1, D 1, Abilites: D3 additional attacks or D6 if it charged or made a heroic intervention

Scourging chains: Improve the Ap of one melee weapon by 1, in addition, -1 attack for enemy units within 1" of this model

Misery of the Meek: Once per battle: at the start of the Movement phase, model regains D6 lost wounds. in addition gains D3 extra attacks until the start of your next turn.

-------------------------------------------------------------------------------------------------------
Word Bearers Rules:
Spoiler:

Warlord Traits:
1. Add 3" to Warlord Aura Abilities.
2. This Warlord Gains the POSSESSED and DAEMON Keywords. Add 1 to their Strength, Attacks and Movement Characteristics.
3. Profile on the Community Page
4. Add 1 to the Attacks characteristics of friendly WB Possessed Models within 6" of the Warlord
5. When with Warlord loses a wound, roll 1D6, adding 3 if that wound being lost is a mortal wound, on a 6+, that wound is not lost.
6. +1 wound, Start of every player turn, generate D3 lost wounds.

Stratagems:
1CP: Dark Pact
- From Codex

1CP: Malevolent Covenant
- use in Psychic phase, if WB Psyker fails test - test auto passes, and cannot be denied. Psyker takes mortal wound after.

1CP: Apostle of the Dark Council
- Use before battle, friendly WB priest model can knows and can use an additional prayer for the remainder of the battle.

2CP: Cursed Despoilers
- Use after deployment but before the first turn begins, if a WB unit is on the battlefield, select a piece of terrain (other than fortifications) - cannot be used for cover

1CP: Revered Hosts
- Use in Fight phase, select WB Possessed or WB G-Possessed before they are chosen to fight. they all gain +1 Damage to their melee weapons.

1CP: Hexagrammatic Ward
- Use in any phase, after making a saving throw for a WB character, that roll is treated as being a 6. Each WB character can only use this Stratagem once per battle.

1CP: Vengeance For Monarchia
- Use in fight phase, when a WB unit is chosen to fight with, Re-roll hits and wounds against Ultramarine units.

Relics:

Crown of the Blasphemer: +1 Invulnerable save (to a max of 3+). Subtract 1 from Ld characteristics for enemy models within 6".

Baleful Icon: Subtract 2" to charge rolls for enemy units charging friendly WB units within 6" of the relic bearer.

Book of the Reviler: model that is not a Daemon. Before the battle this model can generate 2 chaos boons, re-rolling Spawndom and daemon-hood and duplicate results (does not cost CP)

Malefic Tome: Knows additional power, Add 1 to Psychic tests.

Ashen Axe: Chainaxe only
- S +1, ap -2, D d3, abilities: units within 1" of this relic cannot fallback, unless they're a VEHICLE or TITANIC, or have a minimum move

Epistle of Lorgar: Priest model only, re-roll dice for prayer activation, +1 Ld for friendly WB units within 6"

This message was edited 3 times. Last update was at 2019/11/16 16:35:57


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

"All the rules" would include Black Templars as well, no?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
 
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