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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Do 22. Aug 2013, 18:41 
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Registriert: Mi 13. Jan 2010, 12:11
Beiträge: 4073
Wohnort: Marburg
Spielsysteme: 40k:
Chaos Dämonen (2500 Pts)
Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
So, habe mal ein bisschen gesammelt, was es so alles neues gibt. So langsam habe ich richtig Bock auf den Codex, das liest sich alles total spannend und spaßig.

Zitat:
BOOKS:
- Codex: Space Marines with a very nice picture of badass looking Space Marine (probably best C:SM cover so far)
- confirmed the 7 limited versions
- none showed in WD, all mentioned obviously as mail-order only
- small Apocalypse Warzone will also be released (unsure if it’s digital only or not) – Damnos (see the BL book “Fall of Damnos” – basicly Necrons vs. Ultramarines)

PLASTIC KITS:

Space Marine Captain & Space Marine Librarian (2 separate clamp-packs)
- not to confuse with multi-part customisable Space Marines Commander set which should stay around
- those are like Cadre Fireblade, Aspiring Champion etc… 1 pose, plastic
- Captain has Cato Sicarius-like helmet and lots of bling, has a very similar pose to Captain from AOBR, Power Sword and Combi-Grav
- Librarian has beard (a lot of SM beards + bald heads in this release) and a skull-cap thingy wihich makes him look a bit like… Merlin
- Librarian also has a power staff (or whatever you call that) held horizontally, and one ugly herub-like servitor cupid (creepy stuff)

Reclusiam Command Squad
- not sure if this replaces SM Command Squad kit
- contains the mentioned SM Command Squad (don’t see any changes here), a plastic Chaplain and… Razorback – all for 55£
- this definetly isn’t the prettiest Chaplain model out there but it has some nice bitz, nice big skully Crozius and 2 heads – one bald with Kano-like face implant and the other is a skull helmet (looks a bit iffy)
- he also has purity seals with massive ribbons/parchments blown by the wind

Sternguard Veterans
- A W E S O M E!
- all the best elements fromt heir old metal versions, long loincloths, tons of bling, ornaments on helmets and armor, seems to have lot of bitz
- finally we get plastic versions of combi-weapons, all seem to be here including the new Combi-Grav
- nice new plastic Heavy Flamer and Heavy Bolter (version with drum-mag)
- badass heads and poses (yap, another bald head with beard)
- sergeant has a “roman-mohawk” on his helmet (not the Sicarius one, other way around)
- 5 models in box

Vanguard Veterans
- slightly less bling then their on-foot veteran brothers
- nice ornaments on chainswords and power sword (relic/master-crafted versions?)
- mohawk head for sarge (like Lord Executioner, perhaps it’s a trend for jump-packers?)
- some nice aquila markings on jump packs
- awesome power-sword / relic blade
- not as jaw dropping as Sternguards, sadly
- 5 models in box

(NEW) Tactical Squad
- 10 models, price increased slightly (we could have seen that coming, couldn’t we?)
- not many changes here, will nicely mix with bits from old kit
- major addition is more head variants and new Grav-Gun and Grav-Pistol
- some new ornaments on backpacks and shoulder pads (not all, just few bits to make some difference among marines)
- interesting bits: Auspex is back! (but DA heralded that already), set of bolter/arms during reload (looks cool), badass Combi-Flamer, nice new (smaller) Power Fist
- I would suggest buying a box of Tactical Squad that’s currently in sale before next month (it’ll surely be gone by then) to have a wider array of bits (unless you already have tons of them)

Now let’s clear some rumors regarding new vehicles:
- NO new rhino kit, still the same, old, badly cast chassis with massive holes after you glue it (
- NO new versions of Razorback / Predator / Whirlwind – all stays the same apparently
- NO sign of Rhino-variants (but perhaps they just differ rule-wise)
- NO “Big Walker” – forget about Dreadknight / Riptide / Wraithknight counterpart for SM (
- NO new Skimmers / Flyers (especially no sign of one that was mentioned in rumours recently)
- NO new Bikes, Landriders or Dreadnaughts
- basicly, unless I mention it as a kit above or below – it’s not getting any update / remake / new model

Stalker / Hunter
- the rumored dual-kit AA tank
- lots of new parts, side armor is massive and has some kind of pistons that seem to be pinning it to the ground
- front plate is also different from other vehicles on Rhino-chassis: Stalker / Hunter has one that looks a bit Heresy-era with a “bumper” that looks similarly to the one Landspeeder has (that belt-of-cubes bumper thing)

- Stalker is the one with dual 3-barrel autocannon-like guns, it also has a nice radar dish, really badass look
- it’s described as rapid-firing AA (guess it’s SM version of IG Hydra)
- now here’s big thing: it’s not twin-link! those are TWO SEPARATE guns that are mentioned to be able to shoot at TWO SEPARATE targets

- Hunter is the one that looks like that vintage SM Hunter tank – one massive AA turret barrel
- shoots “Skyspear Rockets” but no details on special rules here

Centurion Devastator Squad / Centurion Assault Squad
- the “Big Suits” everyone is talking about, apparently they are this release’s big spotlight
- Devastators are Heavy Support (duh!) and Assaults are… Fast Attack (what did you expect?)
- come in plastic kits, 3 models per box
- they really look like if the exoskelton is worn ON the Power Armour – their heads look super tiny
- they remind me more of power loader that Ripley piloted in Aliens movie than “child of contemptor and dread” as someone described
- they all seem to have same weapon in each hand and something mounted on the chest
- the Devastator options displayed contained Lascannons and Heavy Bolters
- the Assault options were Breaching Drills (like that arm FW’s Siege Dread has) with Stormbolters(?) attached, no other arm option shown
- the “chest weapon” apparently gave us choice of : frag lanuchers, mini-hurricane bolter (?!) and some rockets (chest mounted Typhoon ML?)
- it will take some time getting used to those models on battlefield but with their bulky simplicity they will surely be canon part of fluff in few years


Zitat:
UNIT CHANGES
-Chaplains are HQ , W:2, A:2 and grant Zealot.
-Master of the Forge gains It Will Not Die
-Scouts drop 2 points, can take LS Storm as a dedicated transport.
-Tacticals drop 2 points.
-Devastators drop 2 points.
-Sternguard drop 3 points.
-Vanguard drop 1 point, jumppack option drops 7 points.
-Honour guard are cheaper.
-SM Bikes drop 4 points.
-Hunter/Stalker re both armed with s:7 weapons (Stalker heavy4, Hunter heavy1). The Hunter's weapon is AP:2 Armorbane.
-Command Squads may take bikes, and a bike-equipped Commander makes a SM Biker unit troops.
-Crusader Squads may take 2 power weapons per squad. Costed and equipped as Tacticals as standard. May swap out for BP/CCW for free. Max size 10 Initiates and 10 Neophytes.
-Centurions WS4 BS4 S5 T5 W2 I4 Ld8/9 Sv2, Squad size 3-6, each costed as a Predator.


CHAPTER ABILITIES
- Raven Guard have Stealth, may use jump packs in movement AND assault phase.
- Imperial Fists reroll '1s' to hit with standard bolters (Bolter Drill). Devatators/Centurions have Tank Hunters and +1 on the building damage table.
- Salamanders reroll failed to-wounds with flame weapons, and failed armor penetration rolls versus vehicles. Characters gain a free master crafted weapon. Vulkan is the only way to grant twin-linked meltas.
- Black Templars have Chapter Tactics options instead of Vows. The Emperor's Champion is an HQ choice for them only and chooses from either (reroll failed to-hits plus rending in challenges), or (gain Adamantium Will plus Crusader). No Librarians allowed.
- Ultramarines choose from one of the following donctrines:
a) Tactical - Re-roll ones, unless they're Tactical marines and they re-roll all shooting failed to hits.
b) Assault - Re-roll charge distance, unless they're Assault squads, Bikes, Attack bikes who gain Fleet.
c) Devstator - Re-roll on snap shots and overwatch, unless they're Devastators who gain Relentless (except when disembarking).
- White Scars bike equipped Captain makes 1 bike squad troops
- Successor Chapter use the Chapter Tactics of their Founding Chapter. Many Successor Chapters are listed by name.

NEW ITEMS
6 new Chapter Relics
Grav Weapons have Concussive

CHARACTERS
-Marneus Calgar may take 3 Warlord Traits and is pricier.
-Korsarro Khan grants Scout to mounted troops and bikes. He inflicts D3 Hammer of Wrath hits.
-Kayvan Shrike may Infiltrate with Jumppack units.
-Emperor's Champion equipped with AP:2 sword, armor is 2+/4+i
-High-Marshal Helbrecht grants Hatred and Fleet to Black Templars in the Assault phase once per game.
-Lysander returns with Eternal Warrior, Units in 12" re-roll on morale and pinning test.
-Grimaldus Grants Zealot to his unit.
-Several Named Characters retain USRs that affect their entire army.
Collated by The Emperor's Champion 8-13-2013


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

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)
Relics are not Chapter-specific.

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

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

Grav Amp: Re-roll failed To-Wound and Armor Penetration rolls for Grav weapons.

Grav-Pistols and Grav-Rifles are available to all units that haves access to Pistol upgrades and Special Weapons, respectively.
Grav-Cannons are only available to Devastator Centurions.
Hunter Multi-Launcher (or whatever it is now called) - 60" S:7 AP:2 Heavy1, Armorbane, Skyfire
Stalker's anti-aircraft guns - 48" S:7 AP:4 Heavy4, Skyfire -Able to split fire.
Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

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

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

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

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

ORTAN CASSIUS:
5 points more expensive.

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

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

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

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

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


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

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

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

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.
Moondraken inflicts D3 Hammer Of Wrath hits.
Kor'Sarro Kahn costs 125 points.
Moondraken costs 25 points.

IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with Bolters (It works on every Bolter on page 56 of the Rulebook.).
Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

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

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

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

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

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

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

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

HQ UNITS:

CHAPTER MASTER:
Now has Attacks:4 and Wounds:4.
Still has Orbital Bombardment.

CAPTAIN:
Equipping the Captain with a Bike allows a single 5-8 man Bike Squad to be taken as a Troops choice.
Captain is now 90pts

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

LIBRARIAN:
They use the Psychic Powers out of the Rulebook.

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

HONOR GUARD:
10 points cheaper per Marine. Now 25 points.
Honour Guard retain Artificer Armour and Power Weapons

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

ELITES UNITS:

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

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

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

TECHMARINES:
No news to report.

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

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

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

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

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

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

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

DREADNOUGHT:
No news to report.

VENERABLE DREADNOUGHT:
No news to report.

IRONCLAD DREADNOUGHT:
No news to report.

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

TROOPS UNITS:

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

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

FAST ATTACK UNITS:

ASSAULT SQUADS:
Assault Marines are 17pts.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Attack Bikes are 45pts.

SCOUT BIKES:
Scout Bikes still have their mines.

HEAVY SUPPORT UNITS:

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

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

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

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

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

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

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

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

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

VEHICLES:

RHINOS/RAZORBACKS:
No news to report.

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

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

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

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

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

VINDICATOR SIEGE TANK:
No news to report.

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

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

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

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16



Zitat:
Assault Marines - drop 1 pt
Land Speeder Typhoon - drops 15 pts
Attack Bikes - raises 5 pts
Predator AC +HB Sponsons - raises 10 pts
Predator LC +LC Sponsons - drops 25 pts
Hunter weapon: 60" range
Stalker weapon: 48" range
Captain - drops 10 pts

Detachments must be from the same chapter.
No weapons in the codex possess Interceptor.
Raven Guard grant Stealth to their vehicles as well.
Space Marine Sergeants/Veteran Sergeants function as per codex Dark Angels




Zitat:
UNIT CHANGES
Q: Does Cassius have the Zealot rule?
A: Yes

Q: Do the AA tanks have an alternate fire mode that lets them shoot at ground targets?
A: No

Q: Are Techmarines slotless HQs like the DA book?
A: Yes

Q: Do Sternguard combi-weapons still cost 5 points?
A: No, they're 10 points

Q: What is the cost of a five man scout squad with a Vet Sergeant?
A: 65 Points

Q: Do bikes and centurions get combat squads rule?
A: Bikes yes, Centurions no.

Q: Is there is any vehicle able to get grav weapons?
A: No

Q: How many points cost a grav-gun as special weapon on a tac squad?
A: 15 points.

Q: How many points are the lascannon and missle launcher upgrades on the Centurion Devastators?
A: Lascannon is 10, Missile is 10

Q: How much do Relic Blades Cost?
A: Chapter Master and Captain get it for 25 points.

Q: Can Tactical Marines take a Special Weapon at 5 models?
A: A Squad of 5 can have a special weapon or heavy weapon.

Q: Bikes squads that can be made troops, a minimum of 5 models or 5 models max? there is some conflicting sounding information so people just want to confirm.
A: At least 5 (max 9 with Attack Bike) and if your Captain or Chapter Master is on a bike you may take them as troops.

Q: So Chapter Masters on bikes can unlock bike squads of at least 5 models as troops too?
A: Yes.

Q: Can the Bikers take the grav gun options?
A: Yes

Q: Can Scout Squads take locator beacons or teleport homes?
A: Teleport Homers.

Q: The Stalker, does it have 4 shots total that it can split fire with or does each gun fire 4 shots each?
A: 4 shots each

Q: Does the Emperor's Champion take up an HQ slot?
A: Yes

Q: Any change to Razorbacks?
A: 5 points more

Q: Are normal bikes cheaper?
A: Yes

Q: Can any of the HQs get Camo Cloaks?
A: No

Q: Can any of the HQs buy any special rules?
A: No

Q: Do the HQs still have access to Hellfire rounds?
A: No

Q: Have Razorback weapon upgrades gotten cheaper, more expensive or stayed the same?
A: Some went down.

Q: How much do Relic Blades cost for Honor Guard?
A: 10 points.

Q: Are the Drop Pods priced like the DA ones (to include upgrades)?
A: Similiar.

CHAPTER ABILITIES
Q: Do Chapter Tactics cost anything?
A: No.

Q: When making an army, are you required to take a chapter trait?
A: Yes.

Q: Does the Ultramarines Tactical Chapter Tactic affect Sternguard special ammo?
A: I believe so.

Q: Is the Exorcists Chapter covered in the list of different Marine chapters/successors in the book?
A: Yes, but they do not have a parent chapter.

Black Templars
Q: Have black templars access to biker scouts?
A: Yes. They have access to everything except Librarians.

Q: Are Black Templar Characters required and/or accept challenges?
A: No

Q: How much do Crusader Squads pay for Power Weapons?
A: 15

Q: Can the Initiate in a Crusader Squad take a Power Fist?
A: Yes at 25 points.

Q: How does the limit for the extra power weapon in the Crusader squad work. Is it just 1 Initiate or is it 1 per X number of models in the squad?
A: 1 Initiate and then upgrade one to Sword Brother and you can get another.

WARGEAR
Q: How do Camo Cloaks work?
A: +1 to cover, or 6+ cover if not in cover

CHARACTERS
Q: Can child chapters take the SCs of their parent chapters?
A: No (those are unique to their chapter)

Q: Does Sicarius still re-roll his Sieze Initiative attempts?
A: No

Q: Can Pedro and Lysander be in the same army without using allies?
A: No (Crimson Fists is one chapter, Imperial Fists is another)

Q: Marneus Calgar "God of War" rule is still in there? Has it been replaced by the 3 warlord traits rule?
A: It's different and cool.

Q: In 5th Edition you were encouraged to use SCs as "Count-As" special characters to give you some new/interesting combinations. Is there anything in the new book that allows you to do this?
A: You can no longer do that due to Chapter Tactics.

Q: BT High Marshal (Chapter Master equivalent?) Helbrecht has no Orbital Bombardment, but BT can take a "regular" Chapter Master and get the OB from him?
A: Correct, Helbrecht does not have it, but regular Chapter Masters do.

_________________
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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Do 22. Aug 2013, 22:03 
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Alter der Tigurius klingt, wie ich mir den Ahriman wünschen würde :D

Alles PSI-Disziplinen, PsI-Fails nochmal würfeln - und dann nur 165 Punkte?

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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Fr 23. Aug 2013, 08:02 
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Ja, Tigurius ist jetzt richtig gut geworden, wenn das so stimmt. Was kann den Ahriman nochmal so?

_________________
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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Fr 23. Aug 2013, 09:53 
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Dirk hat geschrieben:
Ja, Tigurius ist jetzt richtig gut geworden, wenn das so stimmt. Was kann den Ahriman nochmal so?


Vergleich:

Ahriman
Costs 230 points
Tigurius
Costs 165 points


Ahriman
Mastery Level 4
Tigurius
Mastery Level 3


Ahriman
He knows Tzeentch, Biomancy, Telepathy, Pyromancy.
Tigurius
He knows all Psychic Disciplines.


Ahriman
He CANNOT re-roll his dice when determining his psychic powers and he must take at least one power from the lore of Tzeentch (which suckz and makes him effectively Mastery Level 3)
Tigurius
He can re-roll his dice when determining his psychic powers.


Ahriman
He can give W3 Infantry Units "Infiltration" (warlord trait, that's actually great!)
Tigurius
He can re-roll Reserves rolls(even successful ones).


Ahriman
The Staff of Ahriman allows him to manifest up to three witchfires a turn (but it's not likely to get three witchfires with warp charge 1). Has bolt pistol with inferno bolts (which he will never use because he wants to cast witchfires) and has aura of dark glory AND mark of Tzeentch, conferring 4++ (sigil of corruption would have been way tooooooooo strong: 3++)
Tigurius
The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.


Ahriman
Fearless!
Tigurius
ATSKNF!


Na, wer ist der bessere Zauberer?


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Fr 23. Aug 2013, 13:37 
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Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Ahriman hat halt nen 4+ Retter, stirbt ergo nicht an der ersten Rakete oder Faust die ihn trifft. Wie sieht's mit Rüstung aus? Hat Ahriman 3+ oder 2+? Das generelle Profil wäre noch interessant, aber klar hat Tigurius für den Preis (Wenn er denn stimmt) die Nase vorn! :thumbs:

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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 09:46 
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Chaos Dämonen (2500 Pts)
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Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Bild

:cyclopsani:

Und hier noch die limitierten ....

Imperial Fists:

Bild

Iron Hands:

Bild

Raven Guard:

Bild

Salamanders:

Bild

White Scars:

Bild

Ultramarines:

Bild

Black Templars:

Bild

Bei den limitierten gefallen mir die Templars am besten, aber das reguläre COdexcover tritt allen anderen sowieso gehörig in den Arsch! :slap:

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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 09:58 
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Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Ach so, hier noch Update des großen Gerüchtehaufens:

Zitat:
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

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
- Ciaphas Cain


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 10:05 
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Jo, mal abwarten, was so ein Codex kosten soll. Wenn der noch teurer wird als die bisherigen dann lasse ich den lieber aus den Wolken fallen.


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 10:06 
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Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Wird er wohl, ist allerdings auch ein dickeres Buch. (70 Seiten mehr als die bisherigen 6th-Edi Codices.)

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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 10:13 
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Was mich nicht interessiert, ich spiele nämlich Black Templars und nicht Ultramarines. Darf ich die Seiten 'rausreißen und Dir schenken?

Was ich gut finde ist, dass ich mir genau NIX neues an Modellen kaufen muss. Ich kann eher meine Templars noch weiter verkleinern. Es bleibt alles spielbar, was ich habe. Für Turniere nicht gut genug aber da gehe ich ja eh nicht mehr hin.

Ein bisschen mehr Mühe hätte sich GW mit den BTs trotzdem geben dürfen. Trefferwürfe wiederholen NUR in Herausforderungen wird nicht die Beliebtheit eines Nahkampf-Crusader-Trupps erhöhen... vor allem nicht in der 6. Shoothammer Edition.

Und der CDI hat irgendwie keinen richtigen Auftrag. Der ist so wie der SM Captain, den man nie sieht. Warum wohl? Aber Helbrecht oder Grimaldus oder beide werden in jeder BT-Armee enthalten sein. Gut, dass ich Helbrecht habe ;)


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 15:19 
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Ravenguard und White Scars cover sprechen mich nicht so an. Ansonsten cool.

Das Space Marines jetzt den dollsten Psioniker im Spiel besitzen ist aber mal super unstylisch... :Schimpf:

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Everybody stand up. Clap, slap, jump to he bumptybump!"


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 15:58 
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Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Besseres Bild vom neuen Scriptor:

Bild

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 16:44 
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Mäxiko hat geschrieben:
Das Space Marines jetzt den dollsten Psioniker im Spiel besitzen ist aber mal super unstylisch... :Schimpf:


Warte mal auf die neuen Space Wolves und Blood Angels... wir kennen die Powerspirale ja langsam, nicht wahr?

Tigurius wird in sehr vielen SM-Listen drin sein, weil der einfach super gut ist in allem, was er tut. Einfach Prophetie wählen und Trefferwürfe wiederholen lassen, geile Chapter Tactics haben und den sicheren UND coolen Warlord-Trait. Die Hälfte der Traits ist ja mal wieder Schrott.

Plötzlich wollen alle Ultra-Schlümpfe spielen - natürlich ein Nachfolgeorden, der Blood Angels, Dark Angels oder Space Wolves Insignien trägt. Natürlich nur, weil man sich selber Hintergrund ausgedacht hat. Ladida ;)


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 16:53 
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Spielsysteme: 40k:
Chaos Dämonen (2500 Pts)
Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Ich hatte schon Ultramarines bevor es cool war!

... Ich glaube Mephiston verprügelt Tigurius. Ich will ihn jedenfalls nicht spielen, ich finde Cassius und Sicarius sind die coolsten Ultras, also ist mein HQ voll!

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
- Ciaphas Cain


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 21:15 
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Chaos Space Marines
Black Templars

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Zwerge
Hier gibt's alle wichtigen Scans aus dem neuen WD: http://tieba.baidu.com/p/2556593497

Spart Geld ;)


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Mo 26. Aug 2013, 22:25 
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Wohnort: Marburg
Spielsysteme: 40k:
Chaos Dämonen (2500 Pts)
Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Boah, da sind aber noch mal einige freshe Modelle am Start. Hab Bock! :o.k.:

EDIT: Im Größenvergleich sieht man auch mal, was für kranke Schränke die Centurions sind. Ich mag die Typen! :slap:

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
- Ciaphas Cain


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Di 27. Aug 2013, 07:14 
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Ich habe meine Black Templars Liste schon geschrieben - die Punktkosten sind ja nun zu 100% bekannt. Daher werde ich mit dem Codexkauf erst einmal warten. Vielleicht kommt ja was für mein Tablet heraus...


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Di 27. Aug 2013, 09:27 
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Spielsysteme: 40k:
Chaos Dämonen (2500 Pts)
Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Und, kannst du nach neuem Codex eine zufriedenstellende Liste stellen?

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
- Ciaphas Cain


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Di 27. Aug 2013, 10:54 
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Warhammer 40.000
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Chaos Space Marines
Black Templars

Warhammer Fantasy
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Zwerge
Was heisst zufriedenstellend? Die meisten Einheiten von früher kann ich weiter benutzen.

Ausnahmen:

Termis, bei denen ich eine Sturmkanone durch einen Sergeant mit Energieschwert ersetzen muss
Sturmtrupp, der keine Sturmschilde mehr haben kann (aber die spiele ich dann einfach als schickere normale Sturmmarines)


Hier ist die aktuelle Liste meiner Miniaturen nach neuem Codex Space Marines 6. Edition:

*************** 2 HQ ***************
Champion des Imperators
- - - > 140 Punkte

Großmarschall Helbrecht
- - - > 180 Punkte

*************** 2 Elite ***************
Cybot, Sturmkanone, Schwerer Flammenwerfer, Energiefaust, Ehrwürdiger Cybot
- - - > 155 Punkte

5 Terminatoren, 1 x Sturmkanone, 1 x Kettenfaust
- - - > 225 Punkte

*************** 4 Standard ***************
Kreuzzugstrupp
10 Paladine, 9 x Boltpistole, Nahkampfwaffe, 1x Boltpistole, Energiefaust, 1x Flammenwerfer
+ 5 Neophyten, 5x Boltpistole, Nahkampfwaffe
- - - > 225 Punkte

Kreuzzugstrupp
5 Paladine, 3 x Boltpistole, Nahkampfwaffe, 1x Boltpistole, Energiefaust, Melter
+ Landungskapsel, Sturmbolter -> 35 Pkt.
- - - > 150 Punkte

Kreuzzugstrupp
5 Paladine, 3 x Bolter, Plasmawerfer, Laserkanone
+ Razorback, Syncronisierte Laserkanone -> 75 Pkt.
- - - > 180 Punkte

Kreuzzugstrupp
5 Paladine, 3 x Bolter, Melter, Multimeter
+ Rhino -> 35 Pkt.
- - - > 130 Punkte

*************** 3 Sturm ***************
Sturmtrupp
5 Space Marines, Sprungmodule
+ Upgrade zum Sergeant, Veteranensergeant, Boltpistole, 1 x Energiefaust -> 35 Pkt.
- - - > 120 Punkte

1 Land Speeder, 1 x Schwerer Flammenwerfer, 1 x Multimelter
- - - > 70 Punkte

1 Land Speeder, 1 x Schwerer Bolter, 1 x Sturmkanone
- - - > 80 Punkte

*************** 3 Unterstützung ***************
Predator, Synchronisierte Laserkanone, Seitenkuppeln mit Laserkanonen
- - - > 140 Punkte

Predator, Maschinenkanone, Seitenkuppeln mit Schweren Boltern, Sturmbolter
- - - > 100 Punkte

Land Raider Crusader, Multimelter
- - - > 260 Punkte

Gesamtpunkte Black Templars: 2155


Zum Vergleich die gleiche Liste mit gleichen Ausrüstungsoptionen nach altem Black Templars Codex:


*************** 2 HQ ***************
Champion des Imperators, Nimm jede Herausforderung an
- - - > 140 Punkte

Großmarschall Helbrecht
- - - > 175 Punkte

*************** 2 Elite ***************
Cybot, Upgrade zum Ehrwürdigen Cybot, Cybot-Nahkampfwaffe, Schwerer Flammenwerfer, Sturmkanone, Suchscheinwerfer, Nebelwerfer
- - - > 139 Punkte

5 Terminatoren, 1 x Sturmkanone, 1 x Kettenfaust
- - - > 225 Punkte

*************** 4 Standard ***************
Taktischer Trupp
10 Paladine, 8 x Boltpistole und Nahkampfwaffe, Energiefaust, Flammenwerfer, Fragmentgranaten, Sprenggranaten, 5 Neophyten, 5 x Boltpistole und Nahkampfwaffe
- - - > 276 Punkte

Taktischer Trupp
5 Paladine, 3 x Boltpistole und Nahkampfwaffe, Energiefaust, Melter, Fragmentgranaten, Sprenggranaten
+ Landungskapsel -> 30 Pkt.
- - - > 150 Punkte

Taktischer Trupp
5 Paladine, 3 x Bolter, Laserkanone, Plasmawerfer, Fragmentgranaten, Sprenggranaten
+ Razorback, synchronisierte Laserkanone -> 90 Pkt.
- - - > 206 Punkte

Taktischer Trupp
5 Paladine, 3 x Bolter, Multimelter, Melter
+ Rhino, Suchscheinwerfer, Nebelwerfer -> 54 Pkt.
- - - > 154 Punkte

*************** 3 Sturm ***************
5 Sturm Marines, 1 x Energiefaust, Sprenggranaten
- - - > 130 Punkte

Landspeeder Schwadron, 1 x Tornado Landspeeder mit Multimelter und Schwerem Flammenwerfer
- - - > 75 Punkte

Landspeeder Schwadron, 1 x Tornado Landspeeder mit Schwerem Bolter und Sturmkanone
- - - > 80 Punkte

*************** 3 Unterstützung ***************
Predator Annihilator, Synchronisierte Laserkanone, Seitenkuppeln mit Laserkanonen, Suchscheinwerfer, Nebelwerfer
- - - > 149 Punkte

Predator Destructor, Maschinenkanone, Seitenkuppeln mit Schweren Boltern, Suchscheinwerfer, Nebelwerfer
- - - > 114 Punkte

Land Raider Crusader
- - - > 265 Punkte

Gesamtpunkte Black Templars: 2278


Ich "gewinne" also rein punktetechnisch 100 Punkte alleine durch die Vergünstigungen und Anpassungen an die aktuellen Kosten. Hier sieht man sehr gut, wie schwer es die Black Templars bisher hatten!

Ich "gewinne" spieltechnisch einen Reroll fürs Rennen, +W3 auf Überrenen, eine um +1 bessere Psi-Abwehr und Rending für Charaktermodelle in Herausforderungen, ATSKNF, Hass und Sprinten in einer (!) Runde für die ganze Armee.

Dafür "verliere" ich Rage für die ganze Armee durch das Gelöbnis, die Zusatzbewegung durch Rechtschaffenen Zorn, die zweite schwere Waffe in Termitrupps, die Sturmschilde in Sturmtrupps, die Veteranenfertigkeiten wie Panzerjäger auf Termis und dem Cybot, die Melterbomben im Sturmtrupp usw.


Fazit: Ich bin mit der spieltechnischen Umsetzung eigentlich zufrieden, mag die Fluffveränderungen aber nicht. Der Champion des Imperators ist ausserdem der erste, der aus meiner Liste fliegt, denn so toll ist er einfach nicht... ein Space Marine Captain halt mit Todesstoß.
Black Templars sind einfach eine Space Marine Listenvariante, dazu eine spieltechnisch recht schwache, denn wer will schon in der 6. Edition in den Nahkampf?


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 Betreff des Beitrags: Re: Codex: Space Marines
Ungelesener BeitragVerfasst: Di 27. Aug 2013, 23:20 
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Registriert: Mi 13. Jan 2010, 12:11
Beiträge: 4073
Wohnort: Marburg
Spielsysteme: 40k:
Chaos Dämonen (2500 Pts)
Angels Vermillion (3000 Pts)
Tyraniden (3000 Pts)
Eldar (1850 Pts)
Freebooters Fate:
Imperiale Armada (750 pts)
Ja, ich werde meine Ultramarines wohl auch komplett auf Beschuss auslegen. Termies sind ein guter Alleskönner für den Notfall, und mit Sicarius und Cassius verteile ich noch zwei gute Nahkämpfer auf die Trupps. Allein schon die Chapter Tactics belohnen bei Ultras ja shooty taktische Trupps. :-P

_________________
"I'd faced the servants of the Great Enemy more often than I cared to contemplate, and in my experience it was never wise to underestimate them. Particularly a ten thousand year old madman, who'd been marinating himself in the raw stuff of Chaos for most of that time."
- Ciaphas Cain


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