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26642395 No.26642395 [Reply] [Original] [4plebs] [archived.moe]

Veteran Sergeants are an upgrade again.
Can't use Special Characters from other Chapters or mix Chapters in a detachment. (further clarification needed)
Space Marines have their own Warlord Traits.

CHAPTER RELICS:
There are 6 different ones.
Two swords, one Bolter, set of armor, one Storm Shield and one banner
They range from 25pts to 65pts.
One Chapter Relic grants a 6+ Invulnerable Save. (It's unclear who benefits from the Save generated by the Relic)
Relics are not Chapter-specific.

NEW WEAPONS:
Grav weapons - Have the Concussive special rule, but are not Blast weapons.
Grav weapons wound the target based on their Armor Save. For example a terminator has a 2+ save so they would be wounded on a die roll of 2+. Against vehicles roll a die, 1-5 does nothing and on a 6 the vehicle is Immobilized and loses a Hull Point.

GRAV WEAPONS
Grav Pistol: Range 12" AP:2, Concussive
Grav Rifle: 18" salvo 2/3 AP:2, Concussive
Grav Cannon: 24" salvo 3/5 AP:2, Concussive

Grav Amp: Re-roll failed To-Wound and Armor Penetration rolls for Grav weapons.
Grav weapons have a strength value to be used against models without an armor save
Grav-Pistols and Grav-Rifles are available to all units that haves access to Pistol upgrades and Special Weapons, respectively.
Grav-Cannons are only available to Devastator Centurions.
Hunter Multi-Launcher (or whatever it is now called) - 60" S:7 AP:2 Heavy1, Armorbane, Skyfire
Stalker's anti-aircraft guns - 48" S:7 AP:4 Heavy4, Skyfire -Able to split fire.
Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CURRENT WEAPONS:
Auxiliary Grenade Launcher - is now 24" Rapid-Fire
Shotguns are S4 Assault 2

>> No.26642416

>>26642395
CHAPTER TRAITS & SPECIAL CHARACTERS (Chapter Traits seem to also apply to vehicles unless otherwise noted):

ULTRAMARINES CHAPTER TRAITS:
Ultramarines armies may choose 1 of the following three doctrines:
Tactical - The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.
Assault - The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.
Devastator - The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).

MARNEUS AUGUSTUS CALGAR:
Is now 275pts
Is equipped with Artificer Armour by default. May upgrade to the Armour Of Antilochus for +10pts.
Marneus Calgar can take three Warlord traits. Calgar rolls 3x on the Warlord Traits and rerolls any duplicates.
The Armour Of Antilochus - his Terminator Armor - does not prevent him from preforming a Sweeping Advance, and it has a built in Teleport Homer.

VARRO TIGURIUS:
Tigurius is Mastery Level 3.
He knows all Psychic Disciplines.
He can re-roll his dice when determining his psychic powers.
He can re-roll Reserves rolls(even successful ones).
The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.
Costs 165 points (down from 230 points).
Tigurius has the same stats.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.
Grants a +1 to Reserves rolls and no longer seizes the initiative on a 5 or 6.

TORIAS TELION:
Telion has the same points cost.
Updated with sniper rules for 6th Edition.

ANTARO CHRONUS:
Chronus is cheaper.
He increases the BS of his tank by +1.

>> No.26642431

>>26642416
SALAMANDER CHAPTER TRAITS:
Get to re-roll any failed Armor Saves from flame based weapons. (Flamers, Meltas, etc, as per page 56 of the Rulebook)
Their flame weapons (Flamers, Meltas, etc, as per page 56 of the Rulebook) get to re-roll any failed To-Wound rolls or Armor Penetration rolls that fail to cause a Penetrating or Glancing Hit.
Any Character gets to Mastercraft one weapon for free.

VULKAN HE'STAN:
Vulkan gives the Mastercrafted ability to Meltaguns, Combi-Meltas, and Multi-Meltas.
Otherwise essentially the same.
Is still 190 points.
No longer makes Thunder Hammers become Mastercrafted.


RAVEN GUARD CHAPTER TRAITS:
They all get the Stealth USR.
They get the ability to use their Jump Packs in the Movement and Assault Phase.

KAYVAAN SHRIKE:
Shrike can only Infiltrate with Jump Infantry.
????


WHITE SCARS CHAPTER TRAITS:
+1 to Jink saves
Autopass Dangerous Terrain tests
+1 to Hammer Of Wrath attacks
All White Scars units gain the Hit & Run USR, except for Terminators and Centurions.

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.
Moondraken inflicts D3 Hammer Of Wrath hits.
Kor'Sarro Kahn costs 125 points.
Moondraken costs 25 points.
IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with Bolters (It works on every Bolter on page 56 of the Rulebook.).
Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

DARNATH LYSANDER:
Costs +30pts more
Has the Eternal Warrior USR.
Units within 12" re-roll failed Morale and Pinning Tests.
Lysander has the same stats.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.
Costs 186 points (11 point increase).
Kantor keeps his 12" +1A bubble
Kantor now has W4 and A4

>> No.26642447

>>26642431
IRON HANDS CHAPTER TRAITS:
All Iron Hands have the Feel No Pain USR on a 6+.
All Characters and vehicles have the It Will Not Die USR.
Iron Hands get a 1+ to Blessing Of The Omnissiah


BLACK TEMPLARS CHAPTER TRAITS:
A Black Templars army may choose one of the following:
"Accept any Challenge, No Matter what the Odds" - Gain the ability to re-roll To-Hits rolls, and gain the Rending USR when you're in challenges.
"Crusaders" - Gain the Adamantium Will and Crusader USR's.
The Black Templars retain their current Ally Matrix.
The Black Templars may not take Librarians.
Black Templars may take Crusader Squads consisting of up to 10 Initiates (i.e. Tactical Marines) and up to 10 Neophytes (i.e. Scouts).
Black Templar Initiates may exchange their Bolters for Close Combat Weapons for free.
A Crusader Squad may purchase up to 2 Power Weapons or Power Fists, if you take a Sword Brother (i.e. the Veteran Sergeant upgrade).

HELBRECHT:
Once per game Helbrect can grant a Black Templars unit the Hatred and Fleet USR's for an Assault Phase.
May take a unit of Honor Guard.
Helbrecht does not get Orbital Bombardment
Helbrecht now has W4 and A4

GRIMAULDUS:
Grants the Zealot USR to any unit he joins.
If a unit is within 6" of Grimauldus' Servitors, they gain a 6+ Invulnerable Save.
Grimauldus has the It will not Die USR.
He has Wounds:3 and Attacks:3

THE EMPEROR'S CHAMPION:
The Black Sword (one-handed stance) - S:4 AP:2 Melee, Mastercrafted
The Black Sword (two-handed stance) - S:6 AP:2 Melee, Mastercrafted, Two-Handed
The Armour Of Faith - Grants The Emperor's Champion a 2+ Armor Save and a 4+ Invulnerable Save.
The Emperor's Champion is an HQ choice and DOES take up an HQ slot.
He may be the Warlord.
The Emperor's Champion has Initiative:5 and Attacks:2 (not counting weapons).

>> No.26642460

>>26642447
HQ UNITS:

CHAPTER MASTER:
Now has Attacks:4 and Wounds:4.
Still has Orbital Bombardment.
CAPTAIN:
Equipping the Captain with a Bike allows a single 5-8 man Bike Squad to be taken as a Troops choice.
Captain is now 90pts
CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.
LIBRARIAN:
They use the Psychic Powers out of the Rulebook.
MASTER OF THE FORGE:
Now has the It Will Not Die USR.
HONOR GUARD:
10 points cheaper per Marine. Now 25 points.
Honour Guard retain Artificer Armour and Power Weapons

COMMAND SQUADS:
Can have Bikes
Cannot have Jump Packs
Cannot have Terminator Armor

ELITES UNITS:

STERNGUARD VETERANS:
3 points cheaper per Marine.
Access to Grav weapons.

VANGUARD VETERANS:
Have been moved from the Fast Attack section to the Elites section.
Heroic Intervention: Negates the penalty for Disordered Charge and the Sergeant auto-passes Initiative checks for Glorious Intervention.
They CANNOT charge after Deep Striking anymore.
1 point cheaper per Marine.
Jump Pack upgrade is 7 points cheaper per
Marine.

TACTICAL TERMINATORS/ASSAULT
TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
Points costs for either type of Terminator otherwise unchanged.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

>> No.26642473

>>26642460
ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Siege Drills (S9 AP2 Melee, Specialist Weapon, Armorbane)
- Twin-Linked Flamers
- Ironclad Assault Launcher

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Twin-Linked Flamers may be upgraded to Twin-Linked Meltaguns
- Ironclad Assault Launcher may be upgraded to Hurricane Bolters

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Move Through Cover
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

DREADNOUGHT:
No news to report.

LEGION OF THE DAMNED:
Legion Of the Damned are cheaper and all of their shooting ignores cover.

>> No.26642494

>>26642473
TROOPS UNITS:

TACTICAL SQUADS:
2 points cheaper per Marine (14pts each).
Access to a Grav-Rifle as a Special Weapon option.

SCOUT SQUADS:
2 points cheaper per Scout.
May take Land Speeder Storms as Dedicated Transports.

FAST ATTACK UNITS:

ASSAULT SQUADS:
Assault Marines are 17pts.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Attack Bikes are 45pts.
SCOUT BIKES:
Scout Bikes still have their mines.

HEAVY SUPPORT UNITS:

DEVASTATOR SQUADS:
2 points cheaper per Marine.
Flakk Missiles can be bought for +10pts.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Twin-linked Heavy Bolters and Hurricane Bolters

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Hurricane Bolters can be upgraded to Missile Launchers
- Twin-Linked Heavy Bolters may be upgraded to Twin-Linked Lascannons
- Twin-Linked Heavy Bolters may be upgraded to Grav-Cannon and Grav-Amp

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

>> No.26642509

>>26642494
VEHICLES:

RHINOS/RAZORBACKS:
No news to report.

DROP PODS:
Transport capacity has dropped back down to 10.

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

LAND SPEEDER/LAND SPEEDER TORNADO/LAND SPEEDER TYPHOON:
Land Speeders have the same points costs.
Land Speeder Typhoons are 75pts.

LAND SPEEDER STORM:
The Land Speeder Storm is now a Dedicated Transport for Scouts.

PREDATOR DESTRUCTOR/ANNIHILATOR:
Predator Destructor is 95pts
Predator Annihilator is 140pts.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
20 points cheaper.
Now 65 points.

STALKER ANTI-AIR TANK:
AV 12/12/10
48" S:7 AP:4 Heavy4, Skyfire
Able to split fire.
Does NOT have Interceptor.

HUNTER ANTI-AIR TANK:
AV 12/12/10
60" S:7 AP:2 Heavy1, Armorbane, Skyfire
Does NOT have Interceptor.

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
Passenger Capacity - 16

>> No.26642559

>COMMAND SQUADS:
>Cannot have Terminator Armor

well that's fucking sweet, after i spent much time and money converting a couple of these squads

>> No.26642574

>>26642559
Play Dark Angels instead then.

>> No.26642648

>>26642574
Guess I don't have much choice? Their command squads are different still though.

Sigh.

>> No.26642732

>>26642648
Could also play as space wolves and use them as Wolf Guard.

>> No.26642824

>>26642732
I dunno, i guess i'll just play them as "really blinged the fuck out veterans". I guess I'm sort of lucky that the ancient BT codex, had terminator command squads completely functionally identical to regular squads. So I don't have any apothecaries, standard bearers, champions in the squad line up.

Gonna miss having 2 heavy weapons per five man squad though

>> No.26643023

great, im thinkig about playing my CSM on new SM codex rules now.
Seems DA was a Beta SM codex.
GW suck,

>> No.26643629

>>26642559
Why did you assume you could? It isn't like you could in 5th edition.

>> No.26643680

>>26643629
My codex was 4th edition.

I wasn't expecting us to get rolled into the main SM codex. So I didn't expect any update changing my army for at least another decade

>> No.26644029

>>26643680
Ah, templar player. Yeah, it sucks, I suppose you could just attach a terminator captain or whatever to a regular terminator squad, not the same, but you gotta work with what you got.

>> No.26644133

>>26644029
I'm just, genuinely surprised it happened. I would have expected GW to just continue to pretend we didn't exist (of course us getting flyers in that flyer book should've been a hint I guess)

Now I'm just caught with my pants down as they did go ahead and include us. But i guess it isn't too bad.. the only way i was gonna field all my terminators nowadays would be if the game goes over that point limit that doubles all the force slots.

>> No.26644273

>>26642559
Dumb move on your part, that hasn't been legal since 4th ed.

>> No.26644294

>>26644273
Nvm, my apologies, Templar. Good luck with the new codex.

>> No.26645504

Whole lot of nerfs and not many buffs besides price reductions on tacticals. Everything else got more expensive or just plain is garbage. Only good thing is some re-roll tactics but whoopdeedoo.

>> No.26645633

>>26645504
>only tacticals got cheaper, everything else got more expensive


>sternguard cheaper
>vanguard cheaper
>scouts cheaper
>bikes cheaper
>devestators cheaper

>> No.26645659

>>26642460

Well, there goes my First Company list. Vanguard vets aren't even worth it anymore, good thing I used weak glue for the jump packs.

>> No.26645767

>>26645633

calgar more expensive
cassius more expensive
lysander more expensive
kantor more expensive
centurions overpriced
drop pods transport less per point paid
predator more expensive
AA tanks no interceptor
land raiders transport less per point paid

Why would they increase points ANYWHERE? Cruddace is "trying" to balance stuff by randomly increasing points not only on good units but also on bad units, but that defeats the purpose when Tau and Eldar and Baledrakes and Vendettas exist and Tyranids probably get creeped up too.

Have fun taking your STILL overpriced and STILL dying to Baledrakes and Tau and Eldar Sternguard and Vanguard that can't even assault.

>> No.26645852

>>26645767
I don't get why everybody automatically expects any skyfire unit to automatically have interceptor as well. This hasn't been a thing since the beginning of 6th, and so far only emplacements have both.

>> No.26645865

>>26645852

Can't a Tau suit get both?

>> No.26645884

>>26645852

I don't get why everybody automatically thinks their flyers should be free to devastate an army unless the opponent is willing to gamble on the fact that their opponent will bring flyers.

Luckily all the broken armies use skimmers as well as flyers so it's not a problem. But seriously, even if the tank didn't have Skyfire, do you think it'd be overpowered? Look at the gun. It's shit. They need to have Interceptor or people won't even use them.

Just rule them to have Interceptor for ground targets and not be allowed to shoot incoming units on the opponent's turn.

>> No.26645896

>>26645865

Mortis Contemptors also get booth.

>> No.26645914

>>26645896

I was just going with non Forge World stuff, but there is that.

>> No.26645940

>>26645865
Theoretically yes, but you'd have to use up two equipment slots, and most suits only have 3 slots total, meaning you have to trade away a lot of their potential firepower. Plus, most battlesuit weapons aren't really suited for hunting flyers. Meanwhile, broadsides can only take one support system each.

>> No.26645960

>>26645914

Tau should not have a monopoly on interceptor skyfire.

All armies should have access to it especially when forts are 1 per force org.

Either that or tone down flyers. They've done a good job with all 6th flyers, but they need to FAQ Vendettas to cost much more as well as remove Baledrake turret or increase price. The Baledrake is way too survivable, as is the Vendetta for its price points.

Even Necron Scythes are more balanced.

>> No.26645981

>>26645940

Most people are using triple Riptide anyway. Also you don't need skyfire on things like high yield broadsides.

Skyfire/Interceptor was only brought up because it's in the context of the Stalker/Hunter tanks who only get 1 or 4 shots. If you have a ton of autocannons like IG or a ton of shots like Tau/Eldar you don't even need twin-linked or skyfire, you can brute force enough 6's to down flyers.

>> No.26646031

>>26645940

They still have the option though. I'm just wondering why other armies are just getting stuck with flakk missiles. At least give an option like the Tau.

>>26645960

I wouldn't even have so much of a problem with the Baledrake if they hadn't faq'd it the way they did. But vector strike with 360 degree fuck you flamer is just bullshit.

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