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Plastic Sisters for reals this time / Cadian Campaign / New Inquisitor? / Commoragh Game


pretre

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I see nothing in there about switching out HQs.

That's because those are the box rules and often don't have formation/detachment, etc.

 

Again, it was rumored by a less than reputable source, but I'm just saying...

 

edit: And I'm totally willing to concede the point until we see the actual rules. Sure, they can't replace specifically named things.

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from B&C

 

 

* Saintly Blessings: Celestine can give a 12" radius buff to friendly non-vehicle Army of the Imperium units at the start of each of your turns. Each buff can only be used once per game, and affect units based on their Battlefield Role (independent chars get effected as long as they stay in the unit):

HQ Units: Zealot until the start of the next turn

Troops: FNP 6+ until the start of next turn. If models already have FNP, they get a +1 bonus to FNP instead...

Elites: Counter-Attack and Furious Charge until start of next turn

Fast Attack: Crusader and Fleet until start of next turn

Heavy Support: Relentless until start of next turn

Lord of War: It Will Not Die for the rest of the game.

In addition to all that, any army that contains Celestine (or is from a Wrathful Crusade formation or Castallens of the Imperium detachment) lets characters take items from the new Ecclesiarchy Relics list. Choices include a 35pt Eternal Warrior relic, 15pt S4 AP2 pistol that ignores invulnerable saves, a 35pt relic that gives a 4+ invuln save and stops Deep Strikes within 12" (if they scatter within 12", auto mishap!) and a 30pt Power Sword that on a pass Ld Test becomes S+2, AP2.

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Hey guys, copying my posts from B&C over to here for you :)

 

The new characters are HQ choices for their respective factions, however they may also be taken as a HQ choice for any Army of the Imperium Combined Arms or Allied Detachment (specifically). Belisarius Cawl can also replace any Tech Priest Dominus in any Cult Mechanicus Formation and Inquisitor Greyfax can replace any Inquisitor in any Inquisitorial Formation.

 

Celestine:

* 200pts, comes with her 2 Geminae Superia included.

* 5wounds, up from 3 otherwise her statline is the same.. AND SHE HAS ETERNAL WARRIOR!!! (technically she doesn't have the Shield of Faith special rule any more, and neither do the Geminae, but Celestine gets Adamantium Will to make up for it)

* The Ardent Blade now has the Armourbane rule, otherwise the same.

* Celestine gets a once per game Orbital Barrage called The Emperor's Vengeance! Range Unlimited, S8, AP3, Assault 1, Barrage, Large Blast, Orbital.

 

* Geminae Superia are WS5, BS4, S3, T3, I4, 2W, 2A, 3+ Armour

* Celestine can join units along with her Geminae!!

* Geminae have Divine Guardian rule. This gives them a 4+ Invuln, and whilst any of them are alive all wounds against Celestine are resolved against the closest Geminae instead!

* Healing Tears: At the start of each of your turns, set up a single slain Geminae anywhere within 2" of Celestine! Looks like mum isn't the only one who can come back from the dead!

* Miraculous Intervention is unchanged from the ebook, other than that it specifies she can use Healing Tears to bring a Geminae back to life on the turn she 'resurrects'

 

* Saintly Blessings: Celestine can give a 12" radius buff to friendly non-vehicle Army of the Imperium units at the start of each of your turns. Each buff can only be used once per game, and affect units based on their Battlefield Role (independent chars get effected as long as they stay in the unit):

**HQ Units: Zealot until the start of the next turn

**Troops: FNP 6+ until the start of next turn. If models already have FNP, they get a +1 bonus to FNP instead...

**Elites: Counter-Attack and Furious Charge until start of next turn

**Fast Attack: Crusader and Fleet until start of next turn

**Heavy Support: Relentless until start of next turn

**Lord of War: It Will Not Die for the rest of the game.

 

 

Inquisitor Greyfax - 150pts

 

* Standard Inquisitor Statline, comes with power armour.

* She also has a Master-crafted Condemmor Boltgun and a Master-crafted Power Sword, and a Psyocculum. Frag, Krak and Psyk-out grenades

* Preferred Enemy (Psykers). Which is funny because...

* Psyker Mastery Level 2! I love the hypocrisy in that! She is a true Inquistior

* Indomitable Will: When making Deny the Witch attempts, she always counts as a higher mastery level than the enemy psyker.

* Warlord Trait is Master of Interrogation (the "enemy cannot set up infiltrators within 24" one)

* She always knows the Aura of Oppression psychic power, and can generate two more from Telepathy.

*Aura of Oppression: WC 1. Malediction that targets a single non-vehicle unit, which must immediately take a Pinning Test. Even if they pass, they cannot Run, Turbo-boost, Sweeping Advance or Overwatch whilst the power is in effect. Alternatively, you can choose to manifest it at WC3, in which case it targets all enemy non-vehicle units within 12".

 

Belisarus Cawl - 200pts

 

WS5, BS5, S5, T6, W5, I3, A3, Ld10, Sv 2+

 

Wargear:

 

* Arc Scourge: S+1, AP4, Melee, Haywire, Master-Crafted, Machine Scourge: can re-roll the result of the Haywire rule

*Solar Atomiser: Range 12", S10, AP1, Assault D3, Master-crafted, Melta (this is his relic gun)

* Master-crafted Power Axe

* Mechadendrite Hive: When a model with a Mechadendrite Hive makes it attacks, it makes an additional 2d6 attacks with its Mechadendrites (S4, AP-, Melee), and a single attack with its Dataspike (S User, AP-, Melee, Haywire), at the initiative 10 step. Does not grant an additional Pile In Move.

* Scryerskull

* Refractor field

 

Special Rules

 

* Canticles of the Omnissiah

* Canticles of the Archmagos (see below)

* Feel No Pain

* Independent Character

* Very Bulky

* Artificer Self-repair Mechanisms: At the Start of each of your turns, Belisarius Cawl recovers D3 Wounds lost earlier in the battle

* Warlord Trait - Masterwork Bionics: Belisarius Cawl can re-roll failed FNP rolls.

 

Belisarius Cawl also gets some new Canticles, called Canticles of the Archmagos. They can only be used if he is on the battlefield, in exactly the same way as regular canticles, except they also affect friendly Army of the Imperium vehicles within 12" of Belsarius even if they don't have the Canticles of the Omnissiah rule.

 

Harmony of Metalurgy

 

* 1-3 Units: It Will Not Die

* 4-7 Units: It Will Not Die. Make two ITWND rolls for affected units instead of only 1

* 8+ Units: It Will Not Die. Make three ITWND rolls for affected units instead of only 1

 

Utterance of Neutralisation

 

* 1-3 Units: +1 Ballistic Skill

* 4-7 Units: +2 Ballistic Skill

* 8+ Units: +3 Ballistic Skill

 

War Hymnal of Fortitude

 

* 1-3 Units: 6+ Invulnerable Save

* 4-7 Units: 5+ Invulnerable Save

* 8+ Units: 4+ Invulnerable Save

 

 

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Triumvirate of the Imperium (Formation)

 

* Belisarius Cawl, Celestine, Inquisitor Greyfax.

* Friendly Army of the Imperium units within 12" of two or more Triumvirate models get Stubborn and auto-pass Pinning tests. If they are within 12" of all 3 models they get Fearless instead (Geminae don't count as models for this rule.

* If one of the Triumvirate is the Warlord, then all 3 of the models get to use their Warlord Trait.

 

 

Conclave Acquisitorius (Formation)

 

* Belisarius Cawl, 1-2 Battle Maniples or 1 War Cohort, 1 Holy Requistioner, 0-1 Cohort Cybernetica, 0-1 Numinous Conclave, 1-2 Imperial Knights or 1 Baronial Court

* Everything gets Canticles of the Omnissiah

* Each Character may upgrade one of their weapons (except relics) to have Master-Crafted

* If the formation has the maximum number of units, everything gets Doctrina Imperitives

 

 

Wrathful Crusade (Formation)

 

* Celestine, Inquisitor Greyfax, 1 Space Marine Captain, 0-1 Sternguard, 2-4 Crusader Squads, 1-2 Assault Squads, 1 Militarum Tempestus Platoon. All Space Marine must have Black Templar Chapter Tactics

* Everything gets Crusader

* If the formation has the max number of units, everyone gets Zealot

* All units can re-roll failed Charge rolls. If you roll 10 or more for your charge range, you get Furious Charge.

 

 

Grand Convocation Detachment:

 

* Units can be drawn from Codex Astra Militarum, Cult Mechanicus, Imperial Agents, Imperial Knights or Skitarii. The available units are restricted to mainly the ones from Codex: Skitarii, Cult Mechanicus and Imperial Knights though. Enginseers are the only Guard unit you can take. You also must also include units from at least two different factions.

* HQ: 2-4, Troops: 4+, Elites: 0-6, Fast Attack: 0-6, Heavy Support: 0-6, LoW: 0-3

* All Vehicles get It Will Not Die. If they are within 12" of any HQ from the detachment, they also get Power of the Machine Spirit

* If the formation hast the max number of units (except troops, since you can take unlimited lol...) then everything gets Canticles of the Omnissiah

* Warlord can re-roll Warlord Trait

 

 

Castellans of the Imperium Detachment

 

* Units can be drawn from basically any Army of Imperium codex and their supplements. There's literally big lists of units you can take for each slot, which at a quick glance seems to basically include everything besides unique characters (aside from Black Templar, Adepta Sororitas and Inquisition unique characters though, which can be taken. Pask and Yarrick too). Interestingly enough, Codex: Inquisition and Codex: Adepta Sororitas are listed alongside Codex: Imperial Agents as available sources. That should clear that debate right up. You also must also include units from at least two different factions. Edit: Grey Knights, Death Watch, Cult Mechanics, Skitarii and Legion of the Damned are not available in the Castellans of the Imperium Detachment. I'm pretty sure most everything else, including Assassins and Cataphractii/Contempors, are though. Lord of War options are Imperial Knights (specifically the ones from Codex: Imperial Knights) and Baneblade variants.

* HQ: 2-4, Troops: 4+, Elites: 0-6, Fast Attack: 0-6, Heavy Support: 0-6, LoW: 0-3

* All units get Hatred. If you have the max number of units, except troops, everyone gets Zealot

* Each time a Troops Choice is destroyed, roll a d6. On a 5+ an identical unit immediately goes into Ongoing Reserve, and counts as a unit from this detachment (so it can potentially be recycled again later)

* Warlord can re-roll Warlord Trait

 

 

 

Automatically Appended Next Post:

Relics:

 

 

 

Arcana Mechanicum - Characters that can normally take a relic and are part of a Conclave Acquistorius Formation, Grand Concavaction Detachment or are in an army that includes Belsarius Cawl can take these:

 

* Numinasta's Casket of Electromancy (30pts) - Once per game, can fire this instead of another ranged weapon. Automatically targets and hits all enemy units (including Flyers and Flying Monstrous Creatures) within range, regardless of LoS. Range: 2d6", S3, AP -, Assault 1, Haywire, One Use Only.

* Quantum Annihilator (30pts) - Replaces a weapon. Range: 18", S 2d6, AP2, Assault D3, Quantum Paradox - Each time it fires, roll 2d6 to determine strength after target unit has been chosen. If it rolls above 10, it wounds automatically with Instant Death rule (or is an auto Pen against vehicles)

* Sacrifactum Autorepulsor (15pts) - Enemies charging the bearer or their unit suffer a -2 Charge Penalty that stacks with any other penalty

* Memento-Mortispex (30pts) - At the start of each of your turns, choose a rule to apply to the bearer and their unit (or weapons as appropriate): Cognis Weapons (BS2 snapfire, Flamers do 3 hits rather than d3 with Wall of Death in overwatch), Monster Hunter, Skyfire or Tank Hunter

* Omnissiah's Grace (10pts) - Bearer has 6+ Invulnerable Save. If they already had an Invulnerable Save, they get a +1 to their Invulnerable to a max of 3+.

* Saint Curia's Autopurger (25pts) - Models charging the bearer and their unit do not get extra attacks for charging. All models that are locked in combat with the bearer and their unit must pass a Toughness test at I10 step, or suffer 1 Wound for each test failed (can take saves as normal).

 

 

 

Ecclesiarchy Relics - Characters that can normally take a relic and are part of a Wrathful Crusade Formation, Castellans of the Imperium Detachment or are in an army that includes Celestine can take one of these relics.

 

* Skull of Petronella the Pious (30pts) - Bearer, and all models in a unit they join, have a 6+ Invuln.

* Blade of the Worthy (30pts) - replaces a melee weapon. S User / +2, AP3 / 2, Melee, Divine Fury: At the start of the Fight Sub-phase, the bearer makes a Ld test. If they pass, the sword uses the second profile for the duration of the phase.

* Castigator (15pts) - Range: 12", S4, AP2, Pistol, Unstoppable Vengeance: Invulnerable saves cannot be taken against wounds caused by Castigator

* The Font of Fury (10pts) - Once per game, the bearer can use this instead of another ranged weapon. Range: 8", S3, AP-, Assault 1, Large Blast, Poison 4+, One Use Only, Bane of Evil: becomes Poison 2+ against enemy units with Chaos Space Marine, Chaos Demon or Khorne Demonkin faction

* Shroud of the Anti-Martyr (35pts) - Bearer has Eternal Warrior

* Desvalle's Holy Circle (35pts) - Bearer has a 4+ Invulnerable. Enemy units cannot Deep-Strike within 12" of the bearer. If they scatter within 12" of the Bearer, they suffer an automatic Deep Strike Mishap.

 

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Also, something I just picked up on: The new characters are HQ choices for their respective factions, however they may also be taken as a HQ choice for any Army of the Imperium Combined Arms or Allied Detachment (specifically). Belisarius Cawl can also replace any Tech Priest Dominus in any Cult Mechanicus Formation and Inquisitor Greyfax can replace any Inquisitor in any Inquisitorial Formation.

 

 

Automatically Appended Next Post:

 

"You also must also include units from at least two different factions."

 

Ah.... well that's unfortunate. I was hoping it would be viable for a solo Black Templar army, but alas...

Well that's as simple and as cheap as throwing a single 25pt Ministorum Priest in there to get you a Faction: Adepta Sororitas model. Fluffy and Powerful too.
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Here's some pictures of the detachments: http://imgur.com/a/4ypvF

 

 

Automatically Appended Next Post:

 

 

I am so confused here.

 

"* HQ: 2-4, Troops: 4+, Elites: 0-6, Fast Attack: 0-6, Heavy Support: 0-6, LoW: 0-3

* All units get Hatred. If you have the max number of units, except troops, everyone gets Zealot "

 

Does this mean:

 

HQ: 4, Troops 4+, Elites: 6, Fast attack: 6, Heavy Support: 6, LoW: 3

 

That is like 5000 points. What do you guys think "max units" mean?

 

EDIT: yes gungo, I am taking exactly that. These new relics are bananas. My Rustalkers will finally have a real shooting attack with that new Quantum relic!

Can you stack and use both cawls canticles and the basic canticles at the same time? Since they are technically two different rules because that just makes cawl a ridiculously better HQ in war convocation.
It says the Canticles of the Archmagos "...work in exactly the same way as Canticles of the Omnissiah..."
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Amusing question: you can still Los off Celestine and if you fail, put it on a Gemini?

 

Can't see any reason why you wouldn't be able to. It's not even optional- so long as a Gemini is alive, you HAVE to put wounds that Celestine suffers on it.

 

Wasn't Celestine S4/T4 previously? I don't remember offhand, but I vaguely recall she was.

 

Cawl and Celestine are both pretty tough to kill, but not outside of what current armies can manage. A volley or Grav, or enough S6, or whatever will still drag them down. Being able to sub them in for other detachments is cute, but probably won't get used a lot. Cawl's bonus canticles are good, but there's a lot of good options for canticles already and the text would seem to indicate you can't pop two at once (it's just three extra options in addition to the others you have.) The invuln is potentially pretty good as a way to fight armies with extensive Ignores Cover, but since it only goes to a 4++ it's not gonna stop a huge amount of firepower.

 

The "super ultra mega detachments" look kinda bad. They all have really high minimum requirements and don't really open up many options that you couldn't already do. Interesting ideas, but I doubt they're gonna pull anyone away from available builds, especially because many of them are actually pretty restrictive with what you can take.

 

Relics are interesting. We may see some use of them, since there's a couple gems in there, but the requirements to access them are a bit strict.

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