<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "[WIP] Homebrew Codex - "Astartes Sanctori""]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "[WIP] Homebrew Codex - "Astartes Sanctori""]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ Coming up with a codex based on a plot-advancement concept where things in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> timeline have changed and advance, similar to Age of Sigmar. It is still very much a <span class="glossaryitem" onmouseover='gp(148);'>WIP</span> for the time being.<br /> <br /> The Astartes Sanctori are the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> counterparts to the Stormcast Eternals. They were made by the Emperor (yes he's back), but through psychic powers rather than ancient Earth techno-science. The souls of the worthy pilot the armour, and these souls can be former Space Marines or even regular humans. Think of them as Rubric Marines but with a personality beyond three words. The Astartes Sanctori are all psykers too. Gameplay wise, they have a low model count but make up for it with some serious firepower.<br /> <br /> Below are my concepts so far. Keep in mind that these are not the only entries, nor are the ones present finalized.<br /> <br /> - Summary of all units.<br /> - Their psychic powers are a mix of the best from the Librarius and Sanctic disciplines.<br /> - Base abilities include <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, Teleport Strike, and Truesilver Armour (ignore lost wounds on 5+, just like the Death Guard and the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> stratagem). <i>I gave them Teleport Strike because I was inspired by the Bifrost teleport beams in the Thor films.</i><br /> - All models have at least 2 wounds and a 3+ armour save.<br /> <br /> - Sanctori Intecessors are similar to Tactical Squads.<br /> - Signature weapon is the Psybolt Rifle; 30" RF1 S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 D1.<br /> - Also have Psybolt Pistol (as above but 12" and Pistol 1) and Plasma Grenades (as above but 6" and Grenade <span class="glossaryitem" onmouseover='gp(24);'>D6</span>).<br /> - Ability to shoot and fall back (but with -1 hit modifier), or use Overwatch at 5+ (provided they remained stationary). They cannot do both in the same turn.<br /> <br /> - Sanctori Interceptors<br /> - Ability to move similar to Warp Spiders. <br /> - Armed with two Force Swords (S User <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3 Dd3).<br /> <br /> - Sanctori Inceptors<br /> - Exclusively using Plasma Exterminators.<br /> - Otherwise the same as their Codex <span class="glossaryitem" onmouseover='gp(119);'>SM</span> counterparts.<br /> <br /> - Sanctori Devastators are the Heavies of the army.<br /> - They come with Psycannons, which now fire "psychic plasma", and have 3 modes of fire similar to the weapons used by a Hellblaster Squad (Assault, Standard, and Heavy).<br /> - Ability to supercharge the weapon, risking a mortal wound on a hit roll of 1 (they don't instantly die now).<br /> - Ability similar to Dark Reapers (ignoring negative modifiers to <span class="glossaryitem" onmouseover='gp(14);'>BS</span>).<br /> <br /> - Sanctori Aggressors<br /> - Armed with Pyroclast Gauntlets that can fire as an Incinerator (S6 Flamer from the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex), or a Meltagun.<br /> - Otherwise the same as their Codex <span class="glossaryitem" onmouseover='gp(119);'>SM</span> counterparts.<br /> <br /> - Sanctori Reivers<br /> - A mix of Interrogator Chaplain and Primaris Reiver.<br /> - Comes with a default 4++ save.<br /> - Aura of 6" that lowers enemy Leadership.<br /> - Carries an Absolver Pistol, Psyk-out Grenades, and a Crozius-like melee weapon that performs better on enemy daemons and psykers.<br /> <br /> - Sanctori Rangers<br /> - Has a 3+ armour save and an ability similar to an Omniscope (enemies cannot benefit from cover).<br /> - Sniper Rifles are S5 now, but otherwise remain the same.<br /> - Camo Cloaks is now called Cameleoline Armour, but still functions the same as before.<br /> <br /> - Sanctori Guard<br /> - Statline of a Custodian Guard Shield Captain.<br /> - Armed with a Guardian Spear (the shooting part is now S5) and a Storm Shield.<br /> - Ability where they must always make a Heroic Intervention if it is possible.<br /> - Designed to accompany <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units and Characters.<br /> <br /> - Sanctori Prime<br /> - Can be summed up as the "Emperor's Avatar".<br /> - Statline of Guilliman but with S7 and T7.<br /> - Has a 3++ save (statline reads 3+) and halves all damage taken.<br /> - Armed with an S+1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-4, D3 melee weapon that can make a sweeping strike (1 hit roll for each enemy in base-contact at S User, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-3, D1) instead of attacking normally.<br /> - Can re-roll failed psychic/deny tests, and is immune to Perils of the Warp.<br /> - Aura the reduces the Leadership of daemons by -3.<br /> - Aura the allows friendly Sanctori to re-roll hits and wounds, auto-pass morale tests, and add 1 to advance and charge rolls.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798033.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798033.page</link>
				<pubDate><![CDATA[Mon, 22 Jan 2018 23:48:55]]> GMT</pubDate>
				<author><![CDATA[ NeoAigaion]]></author>
			</item>
			<item>
				<title>Re:[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ 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.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798091.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798091.page</link>
				<pubDate><![CDATA[Tue, 23 Jan 2018 00:34:26]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
			</item>
			<item>
				<title>[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ In case you're wondering, the other factions would also have their pros and cons. A lot of those will be plot related.<br /> <br /> T'au lose Ethereals, but gain more battlesuits.<br /> <br /> 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.<br /> <br /> Aeldari lose Ancient Doom, but more units gain access to psychic powers.<br /> <br /> Astartes Hereticus (Traitor Marines) get the equivalent of Primaris Marines.<br /> <br /> Just to name a few.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/749225/9798091.page"><b>Neophyte2012 wrote:</b></a><br/>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.</div></blockquote><br /> <br /> I've never been good with pricing, sorry. I can give it a go, but it won't be perfect.<br /> <br /> 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.<br /> <br /> This is their shtick; they're quite powerful, but the con is that they have a low model count and cannot change their wargear.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Some more concept points:<br /> <br /> - Most units consist of 1 Sanctori Justicar (the Sergeant of the unit) and 4 Sanctori Knights.<br /> <br /> - The Sanctori Rangers and Sanctori Reivers consist of 1 Justicar and 2 Knights.<br /> <br /> - The standard stat profile, unless otherwise stated, will be <b>M6" WS3+ BS3+ S4 T4 W2 A2 LD8 SV3+</b>.<br /> <br /> - The Sanctori Justicar has A3 and LD9.<br /> <br /> - New Psybolt Rifle profile: R30" RF2 S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 D1. <i>Keeping to S4 would make it not as <span class="glossaryitem" onmouseover='gp(280);'>OP</span> as before.</i><br /> <br /> - Likewise the Psybolt Pistol will also be S4.<br /> <br /> - The Psycannon, wielded by the Sanctori Devastators, has 2 modes of fire; Assault 2 S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-4 D1, and 36" Heavy 1, S8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-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.<br /> <br /> - I might come up with characters based upon the loyalist Primarchs. <i>Lore-wise they could be ending up similar to the Phoenix Lords; a guiding spirit inside the armour specifically tailored to their abilities.</i><br /> <br /> - The army will still have some vehicles, as will all factions, but the ground-based ones will all be hover-capable. <i>No more tread-slogging tanks!</i><br /> <br /> - Dreadnoughts will have an invulnerable save instead of Smoke Launchers.<br /> <br /> - Apothecaries could be wielding Thunder Hammers now!<br /> <br /> <br /> I have some concept points for other armies, but since I'm (trying) to concentrate on the Sanctori, these will be less refined.<br /> <br /> - Lelith Hesperax now leads the Drukhari. Her new ability gives her all Combat Drugs for the entire game.<br /> <br /> - Commander Farsight's Dawn Blade now heals 1 lost wound on a wound roll of 6. <i>Lore wise it is meant to restore the wielder's health.</i><br /> <br /> - The Tyranids will have a new Kerrigan-like character who can tear through invulnerable saves and (possibly) spawn lesser Tyranid units at will.<br /> <br /> - Necron Crypteks will regain the use of their techno-magic wargear from 6th edition.<br /> <br /> - 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.<br /> <br /> - Bellisarius Cawl now wields the Red Axe (currently an AdMech relic item), and a weapon that can badly wreck enemy vehicles. <i>Lore wise he is now an enemy of sorts; he now leads the Mechanicus exclusively, forsaking all other human factions, including the Sanctori.</i>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798092.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9798092.page</link>
				<pubDate><![CDATA[Tue, 23 Jan 2018 00:34:44]]> GMT</pubDate>
				<author><![CDATA[ NeoAigaion]]></author>
			</item>
			<item>
				<title>[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ UPDATE: Going through some heavy revision after talking to a mate of mine.<br /> <br /> - No more stealing the Death Guard's shtick (ignore wounds on 5+). Might end up stealing from the Iron Hands instead (same but on 6).<br /> <br /> - Probably no more army-wide access to psychic powers, therefore no stealing the Grey Knights' shtick.<br /> <br /> More to come, in time. Sorry for the inconvenience, or whatever.<br /> <br /> Peace! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9799969.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9799969.page</link>
				<pubDate><![CDATA[Wed, 24 Jan 2018 01:03:49]]> GMT</pubDate>
				<author><![CDATA[ NeoAigaion]]></author>
			</item>
			<item>
				<title>Re:[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ This sounds suspiciously like custodian guard..... just saying]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9800450.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9800450.page</link>
				<pubDate><![CDATA[Wed, 24 Jan 2018 11:36:12]]> GMT</pubDate>
				<author><![CDATA[ mchammadad]]></author>
			</item>
			<item>
				<title>Re:[WIP] Homebrew Codex - &quot;Astartes Sanctori&quot;</title>
				<description><![CDATA[ After some considerations and a chat with a mate, I'm going to apply the following:<br /> <br /> - No more army-wide psychic powers.<br /> <br /> - Dropping the ignore wounds ability to 6+. Sorry Iron Hands. Don't lose ya head over it Ferrus ol boy....oops!<br /> <br /> - Dropping the "Psybolt Rifle" (still thinking of a new name) to <b>24" RF2 S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 D1</b>.<br /> <br /> More to follow soon.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9800522.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/749225/9800522.page</link>
				<pubDate><![CDATA[Wed, 24 Jan 2018 12:56:25]]> GMT</pubDate>
				<author><![CDATA[ NeoAigaion]]></author>
			</item>
	</channel>
</rss>