| And They Shall Know No Fluff | |
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+4Jarlaxle Schultzy Perturabo Raven 8 participants |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: And They Shall Know No Fluff Sam 3 Aoû 2013 - 22:33 | |
| New sur le codex SM de septembre: - Citation :
- Up for release in September is the new Codex: Space Marines.
- There will be 7 Ltd Ed varients. 6 of these will be covers for First Founding chapters, whilst the 7th will have Black Templars on the cover.
- New weapon family: Grav weapons. I believe these wound against the armour save (so terminators would be wounded as if they had a toughness of 2).
- First Founding chapters will be getting a substantial section each to themselves, so hopefully this can be looked as as Codex: Space Marines instead of Codex: Ultramarines. This will also show in a rule called Chapter Tactics, for which the effects depend on the chapter being played.
- There is a new armour type that at first glance looks to be somewhere between a terminator and a dreadnought - looking more closely, it appears to go over the marine's power armour however. - This new armour can be armed in 2 ways, depending on the user. The devastator version has either a bolter array or missile launchers mounted on the chest armour, whilst the gauntlets can be armed with heavy bolters, lascannons or grav cannons. The assault version has a bolter array or frag launchers mounted on the chest armour, with assault drills mounted on the gauntlets.
- There are 2 new AA tanks. One tank veterans will already be familiar with as the Hunter, armed an AA missile launcher. The other tank mounts 2 tri-barreled turrets instead.
- There is a new tactical squad. Lots of options as you'd expect, but of particular interest will probably be the grav pistol and grav rifle.
- A new plastic Sternguard veteran squad.
- A new plastic Vanguard veteran squad.
- New plastic characters: a captain, a librarian and a chaplain. Sans doutes encore des équipements qui sortent du chapeau... | |
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Raven Seigneur Amiral
Messages : 4585 Date d'inscription : 12/11/2009 Age : 31 Localisation : Stepped on your shoulder, watching your sins
| Sujet: Re: And They Shall Know No Fluff Sam 3 Aoû 2013 - 22:57 | |
| Armes à graviton ! Et dire qu'il y en a qui disaient que la technologie impériale n'évoluait pas... | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Mer 7 Aoû 2013 - 10:46 | |
| - Faeit 212 a écrit:
- 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.
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.
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.
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.
From what I have seen so far the Marine release is going to be huge for GW. Sorry about no pics but I promised."
There was also a follow-up post:
"ANOTHER MARINE UPDATE AND NEW INFO!
Centurions: 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.
Chaplain: UPDATE: Chaplain comes with helmetless option that has a bionic eye option.
Hunter: UPDATE There’s another cannon option that looks similar to the epic version. It’s a heavy cannon option, possibly shoots missiles.
Vanguard: 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.
NEW:
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." Voilà ce que serait apparemment les sorties accompagnant le codex Space marine. | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
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Perturabo
Messages : 188 Date d'inscription : 30/06/2011 Age : 27 Localisation : sur Medrengard
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 8:50 | |
| Les Centurions: ou comment donner à un space marine des armes de dread Ironclad. | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 9:57 | |
| Non, vraiment non. | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 10:06 | |
| WTF! Que c'est moche! Et puis bonjour le dynamisme des figurines... Difficile d'avoir un plus gros balais dans le cul. Pour reprendre une citation du warfo: - Citation :
- On a des gros balourds avec des pieds tellement gros qu'on se demande comment ils peuvent marcher
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Raven Seigneur Amiral
Messages : 4585 Date d'inscription : 12/11/2009 Age : 31 Localisation : Stepped on your shoulder, watching your sins
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 11:12 | |
| Encore la version ultramarine ça passe, mais les Imperial Fists... J'aime bien la tronche du rhino AA par contre ! | |
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Jarlaxle Bregan d'Aerthe.
Messages : 9304 Date d'inscription : 25/11/2009 Age : 30
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 11:23 | |
| Mon dieu que c'est laid. Quelqu'un osera-t-il prétendre le contraire ? | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 17:26 | |
| - Raven a écrit:
- Encore la version ultramarine ça passe, mais les Imperial Fists...
Je trouve justement que voir les têtes (minuscules) sans casque renforce le coté grotesque et balourd des armures... | |
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Raven Seigneur Amiral
Messages : 4585 Date d'inscription : 12/11/2009 Age : 31 Localisation : Stepped on your shoulder, watching your sins
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 17:37 | |
| Ha mais moi je parlait juste du schéma de couleur. Et je maintient que de manière tout à fait objective (je suis Arbites, vous êtes citoyens), l'armure avec le schéma de couleur ultramarine est pas trop moche. | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Jeu 8 Aoû 2013 - 18:04 | |
| Vrai que le jaune donne un coté ouvriers en scaphandre aux centurions (surtout avec leurs foreuses). | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Ven 9 Aoû 2013 - 6:59 | |
| - Spoiler:
Et ben c'est déjà mieux! J'aime bien l'escouade de comm' en particulier, le reste est relativement classique mais joli. Reste les centurion version tir qui sont toujours très moches... | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 7:53 | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 9:01 | |
| Pas mal du tout. Juste que je trouve dommage que les jambes ne soit pas plus dynamique au niveau des postures (quelques mouvements de courses comme les figouzes GI ça manque un peu). | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 16:49 | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 17:53 | |
| De mémoire seuls les Terminators avaient accès au LF lourd jusque là, c'est ça? | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 18:04 | |
| Non, les vets d'appui l'avaient déjà, de même que la Légion des damnés. | |
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Jarlaxle Bregan d'Aerthe.
Messages : 9304 Date d'inscription : 25/11/2009 Age : 30
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 18:20 | |
| Schultzy, un space marine ne court pas, il tombe sur l'objectif et prend une pose héroïque pour dézinguer du mutant | |
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Schultzy
Messages : 3819 Date d'inscription : 17/06/2009 Age : 32 Localisation : Sous la pluie
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 18:28 | |
| Ouais enfin là c'est quand même très statique. Pour peu que tu survoles juste l'image des yeux t'as l'impression qu'ils ont la même paire de jambes. | |
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Jarlaxle Bregan d'Aerthe.
Messages : 9304 Date d'inscription : 25/11/2009 Age : 30
| Sujet: Re: And They Shall Know No Fluff Dim 11 Aoû 2013 - 18:36 | |
| De toute façon c'est des marines, de base à part un casque qui change de temps en temps c'est la même fig | |
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Horus Lupercal Le Maitre de Guerre.
Messages : 5130 Date d'inscription : 31/01/2009 Age : 32 Localisation : Vengeful Spirit
| Sujet: Re: And They Shall Know No Fluff Lun 12 Aoû 2013 - 17:38 | |
| Ouais, bon. Je préfère mes SoH. | |
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Raven Seigneur Amiral
Messages : 4585 Date d'inscription : 12/11/2009 Age : 31 Localisation : Stepped on your shoulder, watching your sins
| Sujet: Re: And They Shall Know No Fluff Lun 12 Aoû 2013 - 18:56 | |
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Sombrecoeur La bleusaille.
Messages : 275 Date d'inscription : 21/06/2012 Age : 29 Localisation : Warp
| Sujet: Re: And They Shall Know No Fluff Lun 12 Aoû 2013 - 19:44 | |
| ça m'excite | |
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Arghit Roi de Bretagne
Messages : 9098 Date d'inscription : 27/08/2009 Age : 32 Localisation : Le Sud...
| Sujet: Re: And They Shall Know No Fluff Lun 26 Aoû 2013 - 9:58 | |
| La couv' du codex avec en bonus des rumeurs trop précise pour en être. - Spoiler:
- Citation :
- The Space Marine Strikeforce is the replacement for the Battleforce. However, it's focused on being a kind of "starter army" box built around a theme of some kind.Every army will get one (possibly more) eventually that will be named after something relevant to that army (example: Wraithhost for Eldar).
General Information: 240 Points for 3 Centurions with Grav-Cannons/Grav-Amps and Hurricane Bolters 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. Artwork 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. "Equivalent 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 - 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 - 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 - 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 - 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 - 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 - 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. 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 Assualt 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 Legacy of Dorn (+D3 attack on the charge) same
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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| Sujet: Re: And They Shall Know No Fluff | |
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| And They Shall Know No Fluff | |
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