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Marine Extravaganza


pretre

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I'm gonna jump start this! What are the command benefits and any restrictions for the Fist of Medusa Strike Force?

-Two warlord traits, second must be rolled on Tactical or Strategic
-12" around any IH IC : +1 to FNP and Vehicules of the force have POTMS. Split fire with predators !
Sternhammer , the gladius for Imperial Fists

-all models are Stubborn while the warlord is alive,
-you reroll all missed shot while firing bolter, not 1 (including special ammo smile.png)
-+1 to building penetration (yay)

4 new disciplines : Librarius, Technomancy, Fulmination and Geokinesis.

Librarius:

Primaris is a witchfire
1 - WC2, reroll armor save (psyker and his unit)
2 - WC1 beam, 20"
3 - WC1 blessing, targets the psyker. Gives fearless, AW. Give a 4+ invulnerable bubble of 12"........ against witchfire power only.
4 - WC1 targets the psyker. +2 S, T, I and A.
5 - WC1 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.
6 - WC2 1 enemy unit, 24". -2 to invul saves (min 6+). This is the new nullzone.

Technomancy

Primaris is a malediction, enemy vehicule at 18". Basically takes control of one of the vehicule weapon for that turn. (roll 1D6 against your opponent)

1- WC1 friendly vehicule at 24". ignore crew shaken, stunned and gives POTMS, or +1 BS if the vehicule already has it.
2- WC1 focused WF at 18". D3 S1 AP- hits withhaywire
3- WC1 blessing at 24". Gives back 1HP, or repairs immobilisation or weapon. Gives IWND.
4- WC2 blessing at 24", vehicule unit. +1 AV to all sides OR non vehicule unit +1T.
5 - WC1 beam 18" haywaire, S1.
6 - WC2 focused WF, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. Nice !

Fulmination, because librarians FULMINATE! Erm...

Primaris: WC1 WF, S5AP5 Assault SIX

-1 WC1 blessing for the psyker. 3++ save.
-2 WC1 nova, 9", S1 haywire
-3 WC2 WF, S5AP4 assault D6. Jumps to enemy units at 6" of the promary target on a 4+. Same effect.
-4 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.
-5 WC2 blessing, 18". Move target unit by 18".
-6 WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike.


What's the Cataphractii Captain like, and the rules for The armour in general?

Is there anything new for the Ultramarines? Is the Skyhammer formation in there? :-D

Hey brother in blue c944477abc92c1c101da485e07ff06d8.gif

Basically costs the same price as the "normal" TDA, but with a 4++. Is free for the captain since he has a Iron Halo, and he gets to reroll 1's of its invulnerable save. Gives the S&P special rule :(

The unit has not access to assault canons nor cyclone missile launchers, but can take a grenade harness and other very minor tweaks. Overall pretty disappointing.

Nothing new for specifically for the Ultra, but the new formations and units can be taken by anyone. (not detachment, which are, of course, chapter specific)

And YES the Skyhammer Annihilation Force is here, and as broken as ever c944477abc92c1c101da485e07ff06d8.gif (DS turn 1, relentless and charge for reserve, suppressing fusillade and jump packs used both in movement and assault, + rerolls on to hit and wound an unit that has been suppressed.)

Any chance of the salamanders detachment rules, salamander warlord traits and their relics?

Two warlord traits, second is rolled on the personnal table.
+1 to flamer's strength
If a unit remains stationnary, gains fearless for one turn (crap).

Relics :

A master crafted PF that can trade all attacks for one at Sbaf5f2e54c6b17d5c5d39aecadfa1272.gif.
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;

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Sternhammer Strike Force

Dorn's Legacy: If this is your Primary Detachment, all models in it have Stubborn whilst your Warlord is alive.
Superior Bolter Drill: All models with the Bolter Drill special rule can re-roll all failed To Hit (note Bolter Drill rule is given to all models in an Imperial Fists detachment, not just the ones with the Chapter Tactics rule)
Demolition Expertise: Models in this detachment get +1 to Armour Penetration rolls against Buildings

Core (1+):
Battle Demi-Company
Centurion Seigebreaker Cohort

Command (0-1 per core):
Strike Force Command (1 Captain Lysander, Terminator Captain, Captain or Chaplain. 0-1 Honour Guard, 0-1 Command Squad)
Reclusiam Command Squad
Librarius Conclave

Auxiliary (1-10 per core):
Armoured Task Force
1st Company Task Force
10th Company Task Force
Storm Wing
Anti-Air Defense Force
Suppression Force
Land Raider Spearhead
Strike Force Ultra
Skyhammer Orbital Strike Force
Skyhammer Annihilation Force
Raptor Wing
Devastators (1 unit of Devastators. This is not an actual Formation)
Centurions (1 unit of Assault Cents or Devastator Cents. This is not an actual Formation)
Line Breakers (1 Unit of Vindicators. This is not an actual Formation)
Ordnance (1 unit of Thunderfire Cannons. This is not an actual Formation)
Siege Ancients (1 unit of Ironclad Dreadnoughts or Contemptor Dreadnoughts. This is not an actual Formation)

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Fist of Medusa Strike Force

Logical Commander: If your Primary Detachment, your Warlord has 2 Warlord Traits instead of one (extra trait must come from either Tactical or Strategic table)

Reject the Flesh, Embrace the Machine: Models in this detachment add 1 to FNP rolls whilst within 12" of any Independent Character from this detachment

Roused Machine Spirits: Vehicles have the POTMS rule whilst within 12", or carrying, any Independent Character from this detachment.

Core (1-2)
Stormlance Battle Demi-Company (the one from Kauyon)
Armoured Task Force
Battle Demi-Company

Command (0-3)
Strike Force Command (1 Terminator Captain, Captain, Chaplain or Venerable Dreadnought. 0-1 Honour Guard. 0-1 Command Squad)
Reclusiam Command Squad
Librarius Conclave

Auxiliary (1+)
1st Company Task Force
10th Company Task Force
Storm Wing
Anti-Air Defense Force
Suppresion Force
Centurion Siege-Breaker Cohort
Land Raider Spearhead
Strike Force Ultra
Skyhammer Orbital Strike Force
Skyhammer Annihilation Force
Raptor Wing
Honoured Ancients (1 unit of Regular, Ironclad, Venerable or Contemptor Dreadnoughts. Not an actual formation)
Iron Guardians (1 Tactical Squad, 1 unit of Regular, Ironclad, Venerable or Contemptor Dreadnoughts. Not an actual formation)

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Electrodisplacement - WC2: Blessing that targets a single non-vehicle unit within 24". Remove all models in the target unit except one, then swap the position of the Psyker with that model. Then, setup all models from the Psyker's unit (if any) within 6" and unit coherency of the Psyker, and set up all remaining models from the swapped model's unit within 6" and unit coherency of that model.

If either unit was locked in combat, the displaced unit is now locked in combat with that enemy - models cannot otherwise be placed within 1" of an enemy model.

Unless locked in close combat, these units can charge in the same turn.

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ep, Iron Hands got pretty good. Especially since their Rhinos/Razorbacks get IWND back now too. Salamanders get the Stormlance Battle Demi-Company as a core choice too. Raven Guard and White Scars Detachments are the same as the ones from Kauyon (which means no Skyhammer Annihilation Force as part of their Detachments). Salamanders also don't get Skyhammer Annihilation as part of theirs. Imperial Fists and Iron Hands do though, which means their Skyhammer Annihilation Force gets better still from their Detachment rules.

Flameblade Strike Force

Vulkan's Teachings: If this Detachment is your Primary, your Warlord has two Warlord Traits (extra trait must be from the Personal table).

Scorched Earth: +1S to all Flamer weapons (as defined in BRB) used by all Salamanders models in this detachment.

Not One Step Back: If a unit remains stationary in it's movement phase, it has Fearless until the start of its next movement phase.

Core (1-2)
Battle Demi-Company
Stormlance Battle Demi-Company

Command (0-3)
Strike Force Command (1 Vulkan He'stan, Terminator Captain, Captain or Chaplain. 0-1 Honour Guard. 0-1 Command Squad).
Reclusiam Command Squad
Librarius Conclave

Auxiliary (1+)
Armoured Task Force
1st Company Task Force
10th Company Task Force
Storm Wing
Anti-Air Defense Force
Suppression Force
Cenutrion Siege Breaker Cohort
Land Raider Spearhead
Strike Force Ultra
Raptor Wing
Stormbringer Squadron
Ravenhawk Assault Group
Flamebringers (Land Raider Redeemer. This is not an actual formation).

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via Dariokan 4-12-2016

logo-ironhands.jpg

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.

logo-imperialfists.jpg 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.

SalamandersBadge.jpg 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_Lightning_Icon.png White Scars

Same as Kau’Yon

raven-guard-logo.jpeg Raven Guard

Same as Kau’yon

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So Ironhands can put together a formation with 1) conclave with movement spells, 2) chapter master with command squad bikes 3) a few cheap tanks in the backfield for objectives and 4) skyhammer with it's usual shenanigans. I believe I will call that my tau f**king force!

 

Overall, it didn't turn out as ridiculous as I thought this book would but I'm quite glad to see a bit more variety. I won't actually be using the skyhammer for regular play but I think the ironhands formation and some of the psyker disciplines will definitely find some use. I really like the raptor wing formation so I'm glad it can be included as well.

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The swap units psychic power is going to be a thing.  

 

It's... interesting. It basically lets you play Shrodinger's Deathstar with people, which is cute, but it doesn't actually help you reposition yourself at all. I would actually be much more worried about the "take a free move" power.

 

 

Null zone is BACK!

 

Glad that it is, too, 'cause something needs to be around to slow down the 2++ units out there. But apart from Geomancy, I feel like a lot of these tables are a bit too unreliable for us to see armies rolling on them much- rerolling saves is amazing, but when everything else on the table is pretty "meh" then I don't think it will see much use (though I am hardly sad about that.) Technomancy has some possibility as a specialist tool against some armies, but Fulmination and Librarius don't impress me off the bat.

 

Geomancy, though... guh. Moving terrain around the table is just stupid. Restoring piles of wounds to characters with 2+/3++/FNP is stupid. Most of the attack spells are at least decent and there's a ton of shenanigans in there.

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It's... interesting. It basically lets you play Shrodinger's Deathstar with people, which is cute, but it doesn't actually help you reposition yourself at all. I would actually be much more worried about the "take a free move" power.

 

Huh, just read the ACTUAL rule and not the rumor.  The rumor had you switching with an enemy unit. This doesn't let you do that, so, yes, you are correct.  

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The powers are good. I think the Fumination is well balanced kind of a TAC power. Swapping a drop pod for a asslt unit will be fun.

 

Also the techno powers will be great with a Knight can you see a armor 14 or 15 Knight walking around. Even normal walkers can become scary fast. With VSG having. A 15 av or Greater land raider.is really nice.

 

Great options. For space wolves i am looking at fun here for sure.

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Dude, that's mean. I like it :D

Do I really need a way to make each of my units more of a priority? Not really but man oh man is it fun to force your opponent to table you!

 

Them: all you brought is all those tac Marines? I can totally kill them while you can't hurt this.

 

Me: yeah I got a couple special weapons tho... All the while inside going excellent!

 

Later...

Them: arhg! I don't wanna waste this whole unit firing at that one marine.

 

Me: I believe you have to kill this one that one and this drop pod or I win.

 

Them: but that one is behind a rock! I know he's been hiding for three turns now... He knows what he's doing.

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