In case you're wondering, the other factions would also have their pros and cons. A lot of those will be plot related.
T'au lose Ethereals, but gain more battlesuits.
Necrons lose C'tan Shards, but gain LD10 for everyone that didn't have it before, and a lot of their wargear from previous editions.
Aeldari lose Ancient Doom, but more units gain access to psychic powers.
Astartes Hereticus (Traitor Marines) get the equivalent of Primaris Marines.
Just to name a few.
Automatically Appended Next Post: Neophyte2012 wrote:Their statelines and ability looks great, but how are you pricing them??? If you price those Intercesors as 40pts per model, Inceptors / Interceptors being more than 50ppm, the Aggressors / Devsstators priced at 80ppm. Then the whole army may be still unplayable.
I've never been good with pricing, sorry. I can give it a go, but it won't be perfect.
To compensate for their power increase, Astartes Sanctori units are locked at their designated model count. An Sanctori Intecessor squad, for instance, could never have more than 5 models (the option for more won't be listed). In addition, their weapons are fixed as well. Again using the Intecessors, they cannot swap out their Psybolt Rifles for something else.
This is their shtick; they're quite powerful, but the con is that they have a low model count and cannot change their wargear.
Automatically Appended Next Post: Some more concept points:
- Most units consist of 1 Sanctori Justicar (the Sergeant of the unit) and 4 Sanctori Knights.
- The Sanctori Rangers and Sanctori Reivers consist of 1 Justicar and 2 Knights.
- The standard stat profile, unless otherwise stated, will be
M6" WS3+ BS3+ S4 T4 W2 A2 LD8 SV3+.
- The Sanctori Justicar has A3 and LD9.
- New Psybolt Rifle profile: R30" RF2 S4
AP-1 D1.
Keeping to S4 would make it not as OP as before.
- Likewise the Psybolt Pistol will also be S4.
- The Psycannon, wielded by the Sanctori Devastators, has 2 modes of fire; Assault 2 S6
AP-4 D1, and 36" Heavy 1, S8
AP-4 D1. The ability of the Sanctori Devastators can supercharge the weapon to +1 S and D, at the risk of suffering a mortal wound.
- I might come up with characters based upon the loyalist Primarchs.
Lore-wise they could be ending up similar to the Phoenix Lords; a guiding spirit inside the armour specifically tailored to their abilities.
- The army will still have some vehicles, as will all factions, but the ground-based ones will all be hover-capable.
No more tread-slogging tanks!
- Dreadnoughts will have an invulnerable save instead of Smoke Launchers.
- Apothecaries could be wielding Thunder Hammers now!
I have some concept points for other armies, but since I'm (trying) to concentrate on the Sanctori, these will be less refined.
- Lelith Hesperax now leads the Drukhari. Her new ability gives her all Combat Drugs for the entire game.
- Commander Farsight's Dawn Blade now heals 1 lost wound on a wound roll of 6.
Lore wise it is meant to restore the wielder's health.
- The Tyranids will have a new Kerrigan-like character who can tear through invulnerable saves and (possibly) spawn lesser Tyranid units at will.
- Necron Crypteks will regain the use of their techno-magic wargear from 6th edition.
- Necrons will also get Szarekh as a character. He has the stats of an Overlord but makes up for it with some very impressive wargear.
- Bellisarius Cawl now wields the Red Axe (currently an AdMech relic item), and a weapon that can badly wreck enemy vehicles.
Lore wise he is now an enemy of sorts; he now leads the Mechanicus exclusively, forsaking all other human factions, including the Sanctori.