Showing posts with label Rumors. Show all posts
Showing posts with label Rumors. Show all posts

Monday, August 26, 2013

40K: Space Marines Rules "Confirmed!"




From 40k Radio (His Copy has been verified)

General Information:
*240 Points for 3 Centurions with Grav-Cannons/Grav-Amps and Hurricane Bolters (for those who hate math, that means it's a 20 point upgrade for Grav-Cannon/Grav-Amps each).
*Assault Centurions have Move Through Cover
*Codex: Space Marines is largely in line with Codex: Dark Angels points wise.
*176 Pages in their copy of the codex (same as rumored)
*Hunter has "Savant-Lock". When shooting at a flyer you put a marker on it for each miss. The markers stay on the flyer until it leaves the table or is destroyed. At the beginning of every friendly shooting phase you roll for those markers. On a 5 or a 6 that missle hits.
*Artwook is nice, and book is Space Marines more in a general form. More updated fluff, not just the rehashed fluff.
*Some of the classic Black and White was colored, but a lot of new art too.
*Book is in sections for each founding chapter (plus the Black Templars)) and a large number of the *Successor Chapters to help players know who should be using what rules.
*Salamanders don't really have any successor chapters because their chapter had suffered a large number of casualties so they have a larger number of Marines in their chapter.
*"Equivilant to Forge World background" in terms of fluff.
*Forgeworld fluff included in the codex.
*Warlord Traits (Only One Chart for the Codex):

1. Angel of Death - Warlord and his unit have the Fear special rule.
2. Imperium Sword - One use only. Declare that your Warlord is using this at the start of one of your assualt phases. The Warlord and his unit have the Furious Charge special rule until the end of the turn.
3. Storm of Fire - One use only. Declare that your Warlord is using this at the start of one of your shooting phases. For the duration of that phase a single friendly unit from Codex: Space Marines within 12" of the Warlord may re-roll any failed to-hit rolls.
4. Rites of War - When taking morale tests friendly units from Codex: Space Marines within 12" of the Warlord use his characteristic instead of their own.
5. Iron Resolve - When determining your assault results add +1 to your total if the Warlord is locked in that combat.
6. Champion of Humanity - If your Warlord causes the enemy Warlord to be removed from play in a challenge he scores D3 extra victory points in addition in the usual amount of points given for slaying the enemy Warlord in this scenario. Note that killing the enemy Warlord in a sweeping advance does not reward these extra victory points.

Chapter Tactics

*Successor Chapters - You use whatever chapter tactics of your parent chapter. The ONLY Exception is the Black Templar.
*Homebrew - You can pick any tactic you want and use the Special Characters of that chapter. Those characters have to use the same Chapter Tactics as the same Chapter their from.
*Allies - "A Space Marine Detachment that has one set of Chapter Tactics MAY ally with another Space Marine Detachment with a different set of Chapter Tactics, Ultramarines and Raven Guard for example. For purposes of the Allies rules these allies are treated as being from two different codexes and are treated as Battle Brothers. Note that you may field models from two different chapters that have the same Chapter Tactics, such as Ultramariens and Praetors of Orpheus in the same detachment. These chapters are so closely affiliated that they count as a single army on the battlefield."
COUNT AS: If you want to use Vulkan in a Ultramarines army you have to play use the Salamander Chapter Tactics. So you CAN do "count-as" but you lock yourself into their Chapter Tactics. In short, Special Characters are locked to their specific Chapter Tactics

Ultramarines - Combat Doctrine: This detachment can utilize each of the following combat doctrines once per game. To do so at the start of your turn you state which combat doctrine you wish to use, if any, until the start of your next turn. You can only use one combat doctrine per turn.
*Tactical: Units in this detachment re-roll ones while shooting, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase.
*Assault: Units in this detachment can re-roll their charge range. Assault squads, bikes, or attack bikes instead have the fleet rule.
*Devastator: Units in this detachment may re-rolls to-hit on snap shots, including overwatch shots, in addition models in this detachment's Devastator squads have the relentless unless they disembarked from a transport in their movement phase.

White Scars - BOTH RULES ALL THE TIME
*Born in the Saddle: Models in this detachment with the Bike Unit Type automatically pass Dangerous Terrain tests, and recieve a +1 to their Jink Cover Saves. In addition add 1 to their Strength when resolving their Hammer of Wrath hits.
*Fight on the Move: Models in this Detachment have the Hit and Run Special Rule. Note that this does not include models in Terminator Armor, Devastator Centurions or Assault Centurions.

Imperial Fists - BOTH RULES ALL THE TIME
*Bolter Drill: Models in this detachment may re-roll all to-hit rolls of 1 made with a bolt pistol, boltgun, stormbolter, heavy bolters, or combi-weapons that are firing as boltguns. This rule does not apply to Helfire, Kraken, Vengence or Dragonfire rounds.
*Siegemasters: Models in this detachment in Devastator squads and Centurion Devastator squads have the Tank Hunter special rule and add +1 when rolling on the building damage table.

Black Templars - BOTH RULES ALL TIME
*Accept Any Challenges, No Matter the Odds: When engaged in a challenge, Black Templar Characters reroll all failed to-hit rolls, and have the Rending Special Rule.
*Crusaders: Black Templars have the Crusader and Adamantium Will Special Rules. In addition Black Templars have access to a special unit called a Crusader Squad.

Iron Hands - BOTH RULES ALL THE TIME
*The Flesh is Weak: Models in this detachment have the Feel no Pain on a 6+ Special Rule. Note that if they benefit from more than one instance of Feel no Pain they use the best version available.
*Machine Empathy: All vehicles and characters in this detachment have the It Will Not Die special rule even though vehicles do not have Chapter Tactic special rules. Furthermore, Techmarines and Masters of the Forge in this detachment add +1 to their Blessing of the Omnissiah rolls.

Salamanders - BOTH RULES ALL THE TIME
*Flamecraft: Models in this detachment can re-roll their saving throws against wounds caused by flamer weapons as defined by the Warhammer 40,000 rulebook. Furthermore, flame weapons used by models in this detachment re-roll failed to-wound rolls and armor penetration rolls that don't cause a glancing or a penetrating hit.
*Master Artisan: During the army selection each character in this detachment may upgrade on of his weapons, even one they have purchased as an upgrade, to have the Mastercrafted Special Rule at no additional cost.

Raven Guard - BOTH RULES ALL THE TIME
*Strike from the Shadows: Models in this detachment have the Scout Special Rule. In addition, on the first game turn, models in this detachment have the Stealth Special Rule. Note that units that include models with the Bulky or Very Bulky Special Rules do not benefit from either rule.
*Wings of Deliverance: Jump Infantry Models in this detachment may use their Jump Packs in both the movement and assault phases of the same turn. Futhermore, they must re-roll all failed to-wound rolls caused by their Hammer of Wrath hits.

Special Characters

Marneus Calgar:
● +25 Points
● Artificer Armor standard (2+)
● God of War: May use a single Combat Doctrine twice per game
● Titanic Might: Re-rolls all armor penetrating hits in close combat. He may reroll glancing hits to attempt to get a penetrating hit. Must accept the second roll even if it is worse than the first.
Weapons and Ammo still the same. Terminator Armor still has Frag and Krak Grenades. Retain his Teleport Homer.
● Terminator Armor is 10 points and doesn't prevent sweeping advances.Warlord Trait: Rolls 3 times on the Warlord Table, rerolling doubles, and chooses a single Warlord Trait.

Captain Cato Sicarius:
● -15 points
● Surprise Attack: +1 to Reserve Rolls
● Weapons still the same
● Battle-forged Heros: Pick a Tactical Squad and they gain Counter-Attack, Infiltrate or Scout.
● May still use the Coup-de-Grace with his sword.
● Lost Rites of Battle
● Warlord Trait: Imperium Sword

Tigirius:
● -65 points
● +1 Wound
● Master Psyker: May re-roll any or all of his rolls to choose which powers he knows. He has access to all the powers.
● ML3
● Hood of Hellfire: Psychic Hood that allows you to re-roll failed psychic tests
● Rod of Tigiruis: Same as before with the addition of Soulblaze
● Gift of Prescience: If your army contains Tigirius you may choose to re-roll reserves and apply the result to units of the same attachement.
● Warlord Trait: Storm of Fire

Cassius:
● Zealot
● All equipment the same
● Warlord Trait: Angel of Death

Telion:
● Chapter Tactics: Ultramarines
● Same points cost
● Same rules

Sergeant Chronus:
● -20 points
● +1LD
● His vehicle gains It Will not Die

Khan:
● -35 points (bike is still 20 point upgrade)
● Bike does D3 Hammer of Wrath hits
● Furious Charge
● If Khan is your warlord friendly models with the Chapter Tactics White Scars special rule that are bikes or have dedicated transports have the Scout special rule.
● Khan makes all bike squads who are 5 bikes or more count as troop choices.
● Warlord Trait: Champion of Humanity

Vulkan:
● The Forgefather: If Vulkan is your warlord, all meltas, multi-meltas and combi-meltas in this detachment become twin-linked.
● Lost Digital Weapons
● No longer Master Crafts Thunderhammers
● Warlord Trait: Iron Resolve

Shrike:
● -10 points
● Stealth
● Before deploying Shrike can only join a Jump Infantry unit
● Lost Fleet
● Weapons stayed the same
● Warlord Trait: Angel of Death

Lysander:
● +30 Points
● No more Bolter Defenses
● Icon of Obstinancey: All models with the Imperial Fist Chapter Tactics re-roll failed morale and pinning checks
● Same wargear
● Warlord Trait: Champion of Humanity

Chapter Master Pedro Kantor:
● +1 Attack
● Oath of Rynn: If Chapter Master Kantor is your Warlord all models in Crimson Fist detachments have the Preferred Enemy (Orks) Special Rule. Furthermore, all such models within 12" of Kantor have +1 Attack while he lives. This bonus does not affector Kantor, and is not cimulative with the similar bonuses that the Chapter Banner gives.
● Still has Hold the Line: Crimson Fist Sternguard Veterans are scoring
● Same Wargear and points
● Warlord Trait: Iron Resolve

Helbrecht:
● +5 points
● +1 WS
● Rites of Battle - Gone
● Crusade of Wrath: Once per game, during the Assault Phase, all models with the Black Templar Chapter Tactics gain Hatred and Fleet until the end of the phase.
● Sword of the High Marshalls is the same (+D3 attack on the charge)

Grimaldus:
● -10 Points
● -1 BS
● +1 Wound
● -1 Attack
● It will Not Die (replaced "Only in Death Does Duty End")
● Zealot
● Relics of Hellsreach: Any Black Templar of a servitor in 6" gains a 6++ Invunerable save.
● Unmatched Zeal: Black Templar models within of 6" of Chaplain of Grimaldus have the Zealot special rule.

Emperor's Champion:
● Uses HQ Slot
● +50 Points
● 2+/4++
● Black Sword: AP2, Mastercrafted
● Combat Stances: Smite the Unclean - +2 Strength, Black Sword is two-handed and unwieldy; Slay the Heretic - Rolls of 6s to wound are Instant Death
● Bolt Pistol gives extra attack (unless using Smite the Unclean)

A Quick Summary of what Black Templars Gained and Lost (this list may not be complete):
Losses:
- No More Vows
- No More Marshalls or Castellans
- No More Terminator Command Squads
- No More Master of Sanctity/Reclessiarchy
- Sword Brethren are no longer units
- No More 2 Heavy Weapons in a 5 man Terminator Squad
- No More special rule upgrades (Tank Hunter, ect)
- No More Storm Shields on Assault Squads
- No More extra power weapons in bike squad
- No More Fearless in Close Combat
- No More Righteous Zeal
- Some Flavor
- Most Heavy Weapons +5 more
- No More Power of the Machine Spirt upgrade

Gains:
+ Chapter Master and Captains
+ Honor Guard
+ Regular Chaplains
+ Master of the Forge
+ Tactical Squads
+ Scout Squads
+ Land Speeder Storm
+ Vanguard
+ Sternguard
+ Ironclad Dreadnoughts
+ Centurions (Assault and Devastator)
+ Scout Bikes
+ Devastators
+ Whirlwinds
+ Hunter
+ Stalker
+ Land Raider Redeemer
+ Thunderfire Cannon
+ Crusader Squad keeps Land Raider Crusader as a Dedicated Transport
+ Initiates are 5 points cheaper (counting Frag and Krak Grenade upgrades)
+ Sword Brother option in Crusader Squad
+ Keep Initiate Power Weapon/Fist option
+ Neophyte leadership increased to Ld 8
+ Neophyte Shotguns S4
+ Crusader Squad keeps Pistol and Chainsword option
+ Crusader Squad Organization stays the same

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Tuesday, August 13, 2013

40K: Space Marines Rumors, Pretty Much Everything.




So the guys over at Bolter and Chainsword, and a few people form 40k Radio have gathered together to combine all the leaked rules....

Pretty much everything is below....but they are still rumors.

WARGEAR:

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)

NEW WEAPONS:
Graviton weapons - Have the Concussive special rule, but are not Blast weapons.

Hunter Multi-Launcher (or whatever it is now called) - S:7 AP:2 Heavy 1, Armorbane
Stalker's anti-aircraft guns - S:7 AP:? Heavy 4

Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CHAPTER TRAITS & SPECIAL CHARACTERS:
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 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.
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.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.

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.

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.

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.

IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with standard Bolters.
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.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.

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, 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.

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).

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-man Bike Squad to be taken as a Troops choice.

CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.

LIBRARIAN:
?

MASTER OF THE FORGE:
Now has the It Will Not Die USR.

HONOR GUARD:
Cheaper.

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

ELITES UNITS:

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

TACTICAL TERMINATORS/ASSAULT TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 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.

VENERABLE DREADNOUGHT:
No news to report.

IRONCLAD DREADNOUGHT:
No news to report.

TROOPS UNITS:

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

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

FAST ATTACK UNITS:

VANGUARD VETERANS:
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.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Possibly 4 points cheaper.

SCOUT BIKES:
No news to report.

HEAVY SUPPORT UNITS:

DEVASTATOR SQUADS:
2 points cheaper per Marine.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 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.

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:
No news to report.

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

PREDATOR DESTRUCTOR/ANNIHILATOR:
Cheaper.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
No news to report.

STALKER ANTI-AIR TANK:
AV 12/12/10
S:7 AP:? Heavy4
Does NOT have Interceptor.

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

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16

Monday, August 12, 2013

40K: Space Marine Rumor Roundup.


Thought I would post a round up of all the rumors from the past few days.

As usual, please remember that these are still rumors.

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Most things remained the same. Some units got cheaper: Vanguard, Sternguard, Honor Guard, Tactical Marines and some special characters.

Same psychic disciplines

Thunderfire Cannons are the same and cost the same amount of points.

Pedro Kantor is in the Rulebook as an HQ choice.

Lysander is still in there, but he costs 30pts more.

No new shooty HQ. MoF is still in the dex so he's your best option. 

There is no HQ with the ability to make terminators troops or scoring.

The only one that deviates in this way is Kantor, he allows Sternguard to score. 

Khan gives bike and dedicated transports in the WS detachment scout.

No bionic rules but Iron Hands have army wide 6+ FNP and It Will Not Die for vehicles and characters .

Legion of the Damned have flaming projectiles. 
All ranged attacks have ignore cover special rule.
They are  are 25 points a model.

Black Templars are in the book. 

They can not take some selections but have access to Centurions, Thunderfires, and so on. 
No Vows, just chapter tactics.

Chapter Tactics for the following chapters: Ultramarines, White Scars, Imperial Fist, Salamanders, Iron Hands, and Raven Guard. 

They have two special rules per choice.

Centurions 

Can be taken as Elites or Heavy :

Heavy support are the devastator option.

They come with twin-linked Heavy Bolters and Hurricane Bolters. Hurricane can be upgraded to missile and HB upgraded to Twin- Las cannon or Grav-cannon and grav-amp. 
Can upgrade to omniscope which gives night fight and split fire special rules.

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.
Centurion "devastator" come with Twin-Linked Heavy Bolter and hurricane Bolter for 60 points. 
You can have up to 6 in a squad.

Gravitation Weapons are nasty against heavy armored troops. 
The roll to wound is based of the armor save. So shooting terminators, you would wound on a 2+ and all types are AP2.

Elites are the assault option. 

They come with Siege Drills at S9, twin-linked flamers and Ironclad assault launchers. They can upgrade flamers to meltas and assault launcher can be upgraded to Hurricane Bolters. 
Can upgrade to omniscope which gives night fight and split fire special rules.

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 TSKNF.

2+ Armor save 
No invulnerable save.
Toughness 5
Strength 5

You can not deep strike the centurions.

Wednesday, August 7, 2013

40K: New Space Marine Rumors!!!


While these are still considered Rumors, they are starting to be verified as more and more sources are reporting the same exact things in multiple locations.

Enjoy!

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Centurions:
The guys are a heavy support choice. They're a marine cased in heavy armor with powerfist with lascannons under slung on one pic and heavy bolters on the other. Think of a heavier terminator armor that a marine straps into. I think this is where Chaos Oblits came from. They look to be on 40mm and I'm really starting to dig these models.


UPDATE: Comes with a grav weapon option. I've seen a picture of the back and it is a suit that a power armor marine wears.

Plastic Chaplain:
Like other plastic HQ's that have come out. He is armed with a Crozius and bolt pistol. He has ornate armor and he is in a dynamic pose.

UPDATE: Chaplain comes with helmetless option that has a bionic eye option.

Plastic Librarian:
Same as above regarding previous HQ releases. He is helmetless and he's armed with a staff. He also has a wicked cherub flying off his pack pack. I really like this model.

The Hunter:
I believe this will be anti-air rhino. Its a cross between Vindicator Heavy Armor and a whirlwind style weapon mounted on the back. It comes with two cannons that have three barrels.

UPDATE There’s another cannon option that looks similar to the epic version. It’s a heavy cannon option, possibly shoots missiles.

Vanguard Plastic:
I saw two separate pics one armed with TH/SS and one with a pair of Lighting claws, finally. Same Marine bodies just with some new iconography to freshen up the models.

UPDATE: They have options for beaky, relic blades, and a bareheaded marine w/ mohawk! The Vanguard Vets are more action oriented, think of the Blood Angels Death Company sprue.
Sternguard plastics:
These models look pissed off, GW really captured the old grizzled look. Sternguard have a marine with bald head w/ beard and another mohawk head! The bolters also have the drum magazines. I have seen the following combi-weapons flamer, melta, and plasma. GW did an amazing job on this kit, I'm super pumped for this kit.

Tactical Marines:
The Armor has been updated will small studs, purity seals, and some new leg poses. These will mix really well with the current tactical squad. Missile launch backpack in the new tactical squad matches the devastator one with robo arm. There is a new arm set that has a marine loading a magazine into his bolter.

All Marine models have been painting in the following chapters: Crimson Fist, Iron Hands, and Ultramarines."


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Here are a few more rumors from over on BoLS!

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The New Weapons

The big talk in the rumor involves Graviton Guns, and their ability to deal with highly armored opponents. Now the graviton gun family has been with us since Rogue Trader, and just reappeared in the latest Forgeworld Horus Heresy book where they do this:

Graviton Gun: 18" S:* AP:4 Heavy1, Blast, Concussion, Graviton Pulse, Haywire

Graviton Cannon: 36" S:* AP:4 Heavy1, LargeBlast, Concussion, Graviton Pulse, Haywire

Graviton Pulse: Instead of rolling to wound normally with this weapon, any model caught in its blast must instead roll equal to or under their Strength on a D6 or suffer a wound (a roll od 6 always counts as a failure). After the Graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult and dangerous terrain for the next turn thanks to the gravity flux.


These weapons are quite unique, but not overpowered, and very situational. So if the design studio wants graviton weapons added to the main Space Marine codex, they have two choices.

a) use the existing rules from the Horus Heresy book which are neat but really nothing to write home about
b) make up divergent rules with more "punch", but undercut the Forgeworld rules that are only a few month's old.

Updating Ancient Kits
There is also talk of several old kits getting long-needed refreshes. First off, the venerable Tactical Squad kit.

This kit is very old, having last been updated in 2004. It's getting quite long in the tooth for probably the most important single SKU Games Workshop makes.

With converters going crazy for cool bits, and the runaway success of the Horus Heresy range, it would be easy to see a handful of new bits thrown in for: Mk2 Crusade, or Mk4 suits in addition to the more prevalent current Mk 6-8 suits. The Accessory sprue is just begging for more special and heavy weapons and assault options for the modern 6th edition Tactical Squad. Can I finally get some power weapons and combis please. I've only been waiting 9 years..

Stylistically the Astartes have come a long way since 2004. You see a much stronger embrace of their real world Roman Legion roots in the artwork and the current kits are a bit "clean" by comparison. I wouldn't be surprised to see some more filigree, straps and Roman Legionary inspired accessories, that you see all over the current metal Ultramarines.

Tactical Bits Rumors
Here is a list right off the rumormill of what is said to be in the new Tactical/Sternguard kit. I want to say take these with a dose of caution. This is aHIGHLY UNUSUAL release from the rumor perspective, with directly contradictory reports coming in from normally accurate sources. It has all the hallmarks of something fishy going on.

New Combo-box builds Tactical OR Sternguard
5 man box on 3 sprues, similar to the Blood Angels kits.

Shooting Weapons
6 heavy weapons (HB, HF, ML, PC, LC, MM) ~this seems too good to be true
2 flamers
2 hand flamers
2 plasmaguns
2 meltaguns
bolt pistols
grav gun
bolters
grav rifle
plasma pistol
3 combi bolter bases
3 combi-plasma add-on bits
3 combi-melta add-on bits
3 combi-flamer add-on bits
3 storm bolters

Marine Bodies
5 Legs
7 Torsos
12 Heads
5 Backpacks
18 Pauldrons

Assault Weapons
Power sword
Power fist
Power maul
Lightning claw
Chainsword

Misc
Back banner
Many purity seals and other thematic bits

Look for a slight price jump. If these rumors pan out, we are seeing soemthing on par with the Dire Avengers, with half the models per box, for roughly the same price, but in the case of marines, you would be loaded down with bits for everything, and have a combo kit that also replaces the Sternguard box.

If this is true, I wouldn't be surprised to see the Assault Marine/Vanguard Veterans get rolled into a similar product.

Rhino/Razorback Box: 

We've all seen what happened to the Tau Skyray just a couple of months ago. It got it's sprue added to Hammerhead box, merging the two into a higher priced combo-kit. With Games Workshop always trying to consolidate similar kits into a smaller number of SKUs to free up retail space for new products, does anyone think this won't happen to perhaps their most popular selling vehicle kit?


Making a combo Rhino-Razorback kit would save retailer shelf space and tack on $5-10 to each kit that goes out the door, based on what happened to the Hammerhead. the only question is does anyone think GW won't do this?

Look for all kinds of drips and rumors over the next couple weeks. The Space Marines with their new minis are coming fast.


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Friday, August 2, 2013

40k: Space Marine Rumors, A Look Back



With so few Space Marine Rumors coming out, I thought it would be fun to look back and the Space Marine Rumors from almost a year ago and compare.

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via Stickmonkey on Warseer
These are all wip and no release timing is available. Codex SM is not underway, so these may be a splash release or could be a long way off.

New tactical squad. Hvy flamer. Mk 8 style
Edit: there are more mk 8 bits here than before, but there are still "beakies" too. Includes many options not released before in plastic, including a Hvy flamer, a backpack style (read devastator) missile launcher w flakk missile, slings on bolters, power weapon options. Basically think of all the blinged out options you get w a BA, SW, GK box and now apply it to tactical marines. Poses are all standing, but they aren't as static.

New assault squad. New jump packs. New weapon options
Edit: retooling similar to tac squad. The jump packs are all new, but don't get knickers in a twist cause they are the same style as current ones. They just look better cause the seam is not there. New cc options in the sprue include thss and lc. There is a few new options in here I can't reveal.

New librarian mini sprue. Codex options included
Edit: this is where the librarian/chaplain kit I saw a long time ago went. Has a force sword or staff, has combi weapons, has pistols. Two heads. All in mini sprue. It's 2 mini sprues. Only options from current codex not present are jump pack, bike, or TA. No info on where chaplain went.

New Techmarine mini sprue. Conversion Beamer.
Edit: very similar to current tech ax Techmarine. Layered body. Has tech ax, tech sword, plasma pistol, combi weapons, couple variants on servo arms, and conversion Beamer. 2 mini sprues.

Edit: on both these mini sprue characters the heads and weapons are compatible with existing line. But the arms/bodies are unique.

New scout box. New sculpts. Combined boxes. New options.
Edit: includes some new scout only weapons. Heads are less bulky. All codex options present in one box.

New flyer. Interceptor/bomber. Flat but boxy. Storm raven sized. No transport. No hover. Heavy assault cannon and ff missiles. Or bombs and servo drones in gun pods.
Edit: shares wing/engine aesthetics of storm raven, but fuselage is flatter. Wings not as bent. No thrusters in wingtips. Two tail options, one for each build.

New scout transport. Like Tauros (FW ig) but open wagon style. Halo warthog mashed w rhino. Pintle TL HB.
Edit: rumored rule only will allow pintle weapon when unit is embarked. Fast vehicle. 4 buggy style wheels. Rider models/bits compatible with new scout box. Roughly rhino sized. For Baja race fans think armored sandrail.

Cheers. Like I mentioned, these are likely a long way off, and I will fill in more later.

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This is why we take Rumors with a grain of salt. This was last October and Stickymonkey is usually spot on with his rumors.

I like the idea of the buggies.

The Interceptor/Bomber could have been the God awful Dark Angels Land Speeder.

I like the idea of combining a Chaplain and a Librarian in one box, but GW already sells like 5 different kinds of Chaplains, so this doing this would cause them to lose money in the long run, which I don't see happening.

Hopefully we can get some new Rumors next week, as I am still anticipating on Space Marines being released in September, so that they can have "Orktober"...I mean come on, that's just too good to pass up right?!?!

Tuesday, July 16, 2013

40k: Black Templar & Raven Guard Rumors


With Apocalypse out now, the rumor mill for Space Marines is starting to kick into full gear.

Supplements are here to stay, and like them or not, GW is going to start cranking them out on a monthly basis and they are going to be everywhere.

It has been stated many times that Space Marines will be getting 2 initial supplements, with White Scars all but guaranteed to be the first one...according to the rumors. So the question becomes what  will be the second one? New rumors coming out are saying that it will actually be Black Templar!

via an anonymous source
Now apocalypse is released there are 2 major upcoming armies
-Orks (around October)
-Black Templar (around December)
This is to represent the third war for armageddon

However this is the opposite of everything GW has been saying over the past few months. "All armies that currently have a codex will be given a new codex, NOT a supplement."

 Maybe this rumor is the release date, or preorder date. Maybe this rumor is for a new Codex and not a supplement. If it is a new codex, then it is also in stark contrast to the current release schedule that has been "leaked." Personally I take this rumor with massive grains of salt, because it goes against everything that has been talked about for the past few months. Just seems too much like wishful thinking.

The next rumor about Raven Guard though...

via an anonymous (and solid)
As currently planned, the Ravenguard supplement will be after the 6th edition space marine book (which will be soon) and will coincide with forgeworld's HH Book 3, Massacre pt 2.

The Space Marine chapter supplements will offer a fair amount of divergence (much more than Iyanden), while still staying true to the space marine core book.

In the coming months though we are going to be smothered (pleasantly) in space marine goodies, with every other or every third month releasing a space marine supplement, after the main book comes out.

These releases will be paired with alongside a Xenos they were famous for fighting.
i.e. Tyranids book month A, Ultramarine Supplement month B. Ork codex month C, Crimson Fist supplement month D, etc. (this is not an accurate release schedule, just to illustrate my point)

This will let GW belt out the non SM codexes, without harming their SM backbone.

This adversaries idea will also apply to non SM supplements being released alongside/after Imperial launches as well.

This concept, which is one that is well known inside GW (Xeno followed by SM Supplement), lends a little bit of legitimacy to your rumor about Orks followed by BTs. But with BT not being a Supplement and instead getting their own book, it somewhat breaks the mold.


Another solid source coming in confirming that the 2nd supplement is Ravenguard.

The second part of the rumor makes complete sense to me. Since Blood Angles, Dark Angels, and Space wolves all have their own Codex, that leaves 5 Founding Chapters currently without rule books. White Scars, Ravenguard, Ultramarines, Salamanders, and Iron Fists. So if White Scars and Raven Guard are the first supplements, that leaves Ultramarines (which are all but guaranteed a supplement at some point, which is obvious) Salamanders, and Iron Fists. Due to the back story and rules, Salamanders, in my opinion will definitely be getting their own supplement at some point, most likely 2014. But what about the Iron Fists and Crimson Fists?

Lets remember that the Crimson fists are a second founding of the Iron Fists, and that fluff wise, virtually both armies are all but completely wiped out. Could we be looking at our first supplement with 2 armies in it? I don't see a lot of people play Crimson Fists or Iron Fists, maybe because people hate painting yellow. Or it could be that if you wanted to play a Terminator type C:SM army, the current Dark Angels rule book is more than adequate.

New Rumors in Just this morning:

via an anonymous source 
In so far as Black Templar: They are getting a full book not a supplement. The direction of the book is on "crusades," and differentiating the Black Templar when they persecute Xenos as opposed to when they put the Witch to the sword.

They are seeing a lot of changes from their previous incarnation, and are no longer a shooting army (despite the intention of the previous book, they were received as a shooting army).

The army will have a "knights in space" kind of feel with wargear being a very big importance for the characters, and vows similar to old bretonians. The struggle there is with book keeping, but it is a pretty cool concept.

Crusade squads with their hybrid neophyte and space marine combinations are gone. Which will probably anger a lot of people without pleasing any (since in the past you could just take 0 neophytes so in essence this is just removing choices), but take it for what it's worth.

The whole "move after taking casualties" thing is gone and has been replaced with something more similar to battle trance (but less swift, and more assault oriented).


Templar point costs are down even from those of dark angels, and are designed to be balanced by their point cost, but also deliver the feeling that this is a "crusade army" that has never really felt the yoke of the codex astartes, and thus has huge companies of marines.

Yet another statement that the Templar are getting a full codex.
If true I would be sad to see the neophytes be removed, but it does make complete sense to me with wound allocation 6th edition being different.

Is it just me, or does this sound like a "Horde" Space Marine army?

If the new "Battle Trance" allows them to assault after running, that could be interesting...

Wednesday, July 3, 2013

40k: New Space Marine Rhino Rumors




First of let me say that I love the Space Marine Rhino. I have 6 of them. So the nerf to them with the addition of hull points in 6th edition was a major blow to Mech lists. The new Eldar codex did give me hope though that GW might be bringing back some Mech love however, so I was excited to read the following quote.

via The Emperor Himself on Warseer
Rhino variants to include a command Rhino, a medic Rhino and an armoured recovery Rhino. Each of these can be purchased as upgrades for the basic Rhino and provide enhancements to their Space Marine squad. Dreadnoughts to provide bonuses to nearby units owing to their 'Inspiring Presence'. These developments are inline with the design philosophy behind the new Codex to promote synergies between units to increase the tactical depth of Space Marines.

This information has been "verified" on a few different sites as well.

One of the rumors also floating around is that the "armored recovery Rhino" will increase the armor on all sides by +1, but reduce the total capacity, but I'll believe that when I see it.

Other Rumor is that the Medic Rhino provided Feel No Pain to all Marines within 6" of it, which would be huge if true.

The Dreadnought bonus also sounds interesting as I love dreadnoughts, but feel that the majority of them are currently too weak unless run in numbers. Also, if you would like to get a better idea of what 'Inspiring Presence' is, look up the inrto to the 1st "Warhammer 40k: Dawn of War" game. Watch it in HD.

If that doesn't get you motivated, then you're dead inside.

Tuesday, June 25, 2013

40k: More Space Marine Stuff!



More rumors are coming through the webs, mostly about Apocalypse but a lot of it is also related to Space Marines as well.

The pictures of the new Company Masters has been leaked and most people have already seen them considering they are everywhere on the interwebs!

Had Pics, they got removed.

The Master of Relics
Is the commander of the Devastator Company and an expert at long range engagements

Master of Rites
Records and Keeps charge of the traditions of the Chapter

Lord Executioner
Commander of the Assault Companies

Master of Marches
Is in charge of the Deployment of the chapters marines as well as leading the company into battle

These models are fine cast resin and are new to be released alongside the Apocalypse release coming out in July. I think they look pretty standard as far as Company Masters go, and I may pick up a Lord Executioner for my Blood Angels, as I's sure most people will, but over all, they are company masters, simple and to the point.

Then this was released:

via an anonymous source from the Faeit 212 inbox (very reliable source)
As I told you about a year ago, there are going to be more supplements for pretty much all the codexes, even Chaos Space Marines and Tau: though no work has really been done on the latter.

There is not going to be another Eldar one in 2013.

White Scars is one of the supplement codexes, and it is also complete (borderline printed) so logic dictates it'll be released a few weeks after the SM codex, but I don't have a street date for you.

Space marines will be getting 2 supplement codexes though by the end of 2013, so again... chances are white scars will be one of them.

For the Blood Angels and Space Wolves players, fear not you will be getting full codex support and not just supplements. Read between those lines.


Couple things here. If this is true, I'm excited to hear some kind of conformation that GW will still be giving a full codex to the ones that already have them, such as Blood Angels and Space Wolves. In all honesty, they deserve their own codex anyways. However this begs the question again about the Black Templar. Will they get an entire new codex or a supplement? My money unfortunately is on a supplement...

The rumors are that the 2 supplements due for the Space Marine Codex will be White Scars and Iron Fists. I'm okay with this if its done right, but that's a "wish in one hand...." type scenario. I can see a valid argument being made for Salamanders, Raven Guard and GW's biggest Bro-crush, Ultramarines.

Also a lot has been confirmed that Ultramarines will not dominate the new codex, which I am glad to hear because they did dominate the previous codexes.

But referencing to the first part of that statement makes me wonder...Everyone is getting a Supplement?

For the life of me I have absolutely no idea what it will be for Daemons...maybe he was just speaking in generalities...

Thursday, June 13, 2013

40k: Space Marine Rumors!


Eldar, schmeldar. Bring on the Power Armor! 

Every since I first heard about 40k, I have always had a thing for the space marines. 

Yes I have owned more Xenos armies, but I always come back to my Space Marines  over time. 

If you are looking for rumors , I will be posting every single one worthy of being posted....so be prepared.

Here is the latest rumors from Faeit's site.

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via Puscifer
I haven't seen this posted anywhere else, so I thought I'd give you all a treat...

Some stuff regarding the new Space Marines Codex:

It is the next one to be released, but I was not told about the release date.

The codex is not Ultramarines heavy. There will be a much broader spectrum of Chapters.

There will be supplements for the more famous chapters: Ultramarines, Imperial Fists and White Scars were the ones mentioned. White Scars are the first out the gate.

The cover of the new dex has apparently got Sicarius on the front, while the White Scar Codex has a bike squadron racing towards the enemy.

No clue on authors. Rumour is Ward, but hell, he's rumoured for all of them right?

No rules that I can give you, but you can expect to see loads of new weapons and squads. Possible inclusions are the Land Raider Terminus (I think that's what it's called - it's festooned with Lascannons), a bigger form of Terminator and a rather large Dreadnought that is similar to a Contemptor - only bigger.

That's all I got.

Enjoy.

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Good, I'm tired of the Ultramarines dominating the C:SM codex.

Adding in a Land Raider Terminus to the Codex would almost guarantee that that the Baneblade would have to be added into the Imperial Guard Codex. Which would also keep with the rumors that GW is trying to merge Apocalypse into the standard games.

For those unfamiliar with the Land Raider Terminus, it looks like this.



I am also a huge fan of supplements for the other chapters that have received little, to no respect from GamesWorkshop for too long. White Scars, Imperial Fists, Raven Guard, and Salamanders all deserve to have their own "book" for their own rules. 

Black Templar, as much as I would love to see them get their own codex (Their fluff is amazing by the way, and one of my favorites of all the chapters) I imagine they will be in a supplement as well, as it makes the most sense.

Matt Ward is rumored to be making every codex...so take that with a grain of salt.

A "bigger" terminator. Sounds like a dread knight.
Running a "squad" of Dread Knights seems like it might be a BIT overpowered...maybe Matt Ward is writing the codex...

A Larger Dreadnought could also be a Dread Knight, but I would be happy with Contemptors.