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Post by Jack Shrapnel on Apr 4, 2016 9:23:20 GMT -5
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Post by mraven on Apr 4, 2016 16:00:58 GMT -5
New psychic disciplines for Space Marines (Including DA, BA, SW, GK) - Fulmination, Technomancy, Geokinesis, and Librarius. Each has 6 powers and a Primaris. Preview: Fulmination: "Electroshield" WC 1, grants psyker a 3+ invul. Geokinesis: "Earth Blood" WC 1 Non-vehicle character within 18" regains D3 wounds lost earlier in battle. Target model and unit gain It Will Not Die. Librarius: "Veil of Time" WC 2 Psyker and his unit re-roll all failed saving throws. These are not the Primaris powers. www.belloflostsouls.net/2016/04/40k-new-space-marine-psychic-powers-preview.htmlSeems a bit much IMO. Now Space Marines have access to 9 Psychic Disciplines!
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Post by calitom on Apr 4, 2016 16:21:37 GMT -5
3++ Mephiston is going to be sweet if this is true.
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Post by thesanityassassin on Apr 4, 2016 18:10:49 GMT -5
*tosses away Book of Lorgar* *rummages through pack for old copy of Lectitio Divinitatus*
Hey look guys! I learned a bunch of new psychic powers!
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Post by voodoo on Apr 5, 2016 7:27:31 GMT -5
Something like this coming out for Thousand Sons makes perfect sense but loyalist marines? Seems like every rules designer out there for 40k has forgotten about a fateful place called Nikaea.
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Post by matthewbri on Apr 6, 2016 11:59:14 GMT -5
Wasn't Nikaea thrown out the window post-heresy?
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Post by voodoo on Apr 6, 2016 12:06:12 GMT -5
If that was in the books I haven’t gotten to there yet. Regardless; a ML2 wet-behind-the-ears librarian having access to more powers than Ahzek Ahriman, Master of Sorcery, Wielder of the Scrolls of Magnus is a slap in the face.
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Post by Jack Shrapnel on Apr 6, 2016 13:23:57 GMT -5
ummmm poppa smurf says Ahriman's a heretic...that's why he doesn't get nice things
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Post by tien173bien on Apr 9, 2016 19:51:50 GMT -5
If that was in the books I haven’t gotten to there yet. Regardless; a ML2 wet-behind-the-ears librarian having access to more powers than Ahzek Ahriman, Master of Sorcery, Wielder of the Scrolls of Magnus is a slap in the face. Well he may have fallen behind in his studies, seems that it could happen when you spend 10000 years in a warp storm. Just saying there may not be a library there ...... Or a university.
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Post by danny1995 on Apr 12, 2016 10:13:38 GMT -5
AND THEY ARE AVAILABLE TO GK! This may be scary with a ML3 Libby leading paladins
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Post by voodoo on Apr 12, 2016 10:29:20 GMT -5
AND THEY ARE AVAILABLE TO GK! This may be scary with a ML3 Libby leading paladins Until someone fields a Culexus, then you're pretty well screwed.
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Post by danny1995 on Apr 12, 2016 10:36:09 GMT -5
That is true of all psychic. However if you're deepstriking with the pallies it's a little harder for the culexus to get them
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Post by Jack Shrapnel on Apr 13, 2016 6:02:57 GMT -5
From Bolter & Chainsword
info via Dariokan on B&C
I have counted again, I confirm: 12 formations, plus 6 detachments. There also say 4 datasheets, there is only 3 (Captain, Terminators and Contemptor).
Generic-battle demi company : Storm lance battle demi-company.
Basically everything must on bike, have jump packs or be in a vehicule. Re-roll to it when shooting something controlling an objective marker and you can move D6 or 2D6 AFTER shooting. You may embark after this move but cannot charge. So, that means you can disembark, unless hell and go back into Dedicated transport.
Hunting force
Take bikes, and bikes and bikes with a commander on bike. Bike.
Select prey A, B and C. You get rerolls to and wounds + Furious charge against prey A. When prey is dead, gain those rules against B, and so on. Prey A is always a HQ unit.
You get 2 hits on your hammer of wrath attacks instead of one.
Stormbringer squadron
Land speeders and scouts (on foot).
Scouts have ObSec, LS Storm get +1 to their jink save if within 6″ of regular speeders and scouts can disambark after LS Storm has mover up to 12″.
So basically I think this formation is lame.
Speartip strike
Speeders and 2 units of bikes (any kind).
Your units get to choose between 2 firing modes, one that gives pinning if at least 2 units shoot the same target, and one that for a go to ground test. Yay. If go to ground test is passed, target unit must move toward the nearest unit of this formation. Can be good to flush devastator, firewarrior… from heavy cover.
Pinion battle demi-company
Demi-co minus dread + scouts of any kind.
Scouts can spot a unit for a friendly unit within 9″. (enemy unit can be anywhere). The friendly unit gains ignore cover. Nice.
Beside, you can use scout squad to escort, à la Storm Talon
According to this some of these formations and detachments are now available to all Space Marines. Ok, so now they are available to everybody.
To the strike forces now !
Armoured might (anyone)
Tanks and more tanks. And mechanized infantry.
One vehicule is the warloard, and gains: End of shooting phase, nominate another vehicule 24″ away. It may fire again.
Vehicule ignore crew shaken and stunned.
White scarss: same as in Kauyon
Raven guard: same as in Kauyon
So from the wording here this looks like there is over 20 new sets of rules unlocked for Space Marines plus all the new Psychic powers as well. This book should be a great resource for all Marine players going forward.
~ Space Marines HO!
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Post by Jack Shrapnel on Apr 13, 2016 6:05:32 GMT -5
And the relics... from Bolter & Chainsword
via Dariokan 4-12-2016
Iron Hands Relics A force weapon that is a power fist. (with force). An axe +2S AP2, master crafted. On a roll to hit of 6, +4S instead (so S8). Unwieldy. So basically, a crappy power fist. For the same cost. Well done GW. Sorry Iron Hands. A device that allows tanks and walker within 6″ of the bearer to pass IWND on a 4+. If the roll is 6, repair a weapon or immobilized. Nice. A combi bolter with a 12″ melta, master crafted NOT one use only. Gorgon’s chain (you know them already). A helm that gives the bearer ld to all in a 24″ bubble on morale tests, plus you get to give a friendly unit at 12″ reroll to hit on shooting, once per turn.
Imperial Fists A crozius that allows its bearer to keep fighting in HtH even if killed. A banner that gives CA and Crusader to the bearer + a 12″ bubble of re-roll morale and pinning tests. A skull that allow a psyker to generate 1 extra WC and reroll failed psychic tests A eye that reduces, at 18″, the cover save by 1 or the AV of a building (not cumulative with auspex) A master crafted pistol with the ignore cover special rule.
Salamanders A master crafted PF that can trade all attacks for one at S:D. A flamer S4AP4 that can torrent (not on characters, replace a special weapon) A mantle that gives EW A book that give +1S to pyromancy powers and give Molten Beam from that discipline. A crozius that gives once per game +1 A to the chaplain unit A 30" master crafted rending bolter;
White Scars Same as Kau’Yon
Raven Guard Same as Kau’yon
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Post by matthewbri on Apr 13, 2016 13:16:11 GMT -5
Pulled from 4chan's /tg/ board: Fulmination Primaris Electrosurge - WC1 S5 AP4 Assault 6 witchfire. Point at hordes and explode them.
Electroshield - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can't be denied or failed to go off. Electropulse - WC2. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. Lightning Arc - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. Fists of Lightning - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits. Magnetokinesis - WC2 blessing, 18". Move target unit by 18". Electrodisplacement - WC2 blessing or malediction, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike. This will allow for epic trolling. Oh, that enemy unit's sitting out of charge range from your Assault Terminators/Death Company? Oh look, now they're right next to your entire army. Have fun blowing them up and charging the remains.
Librarius AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars.
Primaris The Emperor's Wrath - 18" S5 AP3 Assault 1 Blast Witchfire.
Veil of Time - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, has caused tons of rage upon leaking. And with good reason. This will all but ensure that your deathstar takes no damage as it ploughs into the enemy forces' tight sphincter. Heck, bare bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. Fury of the Ancients - WC1. A 20" S6 AP4 beam with Pinning. Psychic Fortress - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. Might of Heroes - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. Psychic Scourge - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power. Null Zone - WC2. Targets an enemy unit, drops its invulnerable save by 2 (to a minimum of 6+). This thing is essentially Banishment, but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Masters's 2++ bs, Riptide's Shield Generator buff, Malefic Cursed Earth and Grimoire bs.
Geokinesis Primaris Chasm - WC2 Forces a dangerous terrain test without armor save, single unit.
Earth Blood - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 WOUNDS (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won't come into play too often unless you're hanging out with Centurions, but the ability to replenish a guy's wounds (hint: like Smashfucker), or restore wounds lost to Perils to max is great. Scorched Earth - WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. Land Quake - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. Phase Form - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters. Warp Quake - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits; +++++THIS POWER IS BANNED RIGHT NOW+++++ Shifting Worldscape - WC3 24". Move a piece of terrain by 24", including models in it, forces dangerous terrain tests on the unit inside. ++++THIS HAS TO BE BANNED++++++
Technomancy The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. The only question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron?
Primaris Subvert Machine - 18" Malediction. You Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, You take control of said vehicle's weapon for a turn. This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally.
Blessing of the Machine - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken and Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically every vehicle Space Marines have except vanilla Rhino-Chassis vehicles) Machine Curse - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. Reforge - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. Warpmetal Armour - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And Gauss Weaponry still doesn't give a shit. Fury of Mars - WC1. A S1 Haywire Beam. Machine Flense - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit.
TL;DR: Space Marine player with libarus:[Waves both middle fingers wildly]
Fist of Medusa Strike Force: 12" of +1 to FNP from warlord, all vehicles in bubble get PoMS, 2 warlrod traits, 2nd one HAS to come from strat or tac.
Core is armored task force, stormlance company, battle company. Skyhammer of both annihilation and orbital strikeforce are both in.
Flameblade Strike Force: Warlord gets a 2nd WT from Personal, +1 S on flamers, and any unit that stands still is fearless. Lots of landspeeders auxs, which is weird cuz nocturne has bad gravity. Cores are stormlance and battle companies.
Anvil is nuts, i can see certain tank aligned players loving it(cough, guy, cough). Tank is warlord, ignores crew stun&shake, as well as giving the ability to shoot twice(or give to another tank). Can also put chronus in any tank formation you want. Cores are Armored Task Force and Land Raider Spearhead(!).
And lastly, the Sternhammer(OH BOY OH BOY!). Warlord gives everyone stubborn while alive, and everyone firing bolt weapons(including stern ammo) gets twin-linked. Cores are Battle-demi company or centurion cohort.
TL;DR: The Marinecurions are nice. I'm a little dissapointed as a fists player about the general... lacklusterness of the command benefits, but not surprising as it's a reprint from sents of terra. I'll just have to console myself with the insane psychic powers.
Sorry for long-ass post.
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