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Made in fi
Posts with Authority






Got one despoiler upgrade, I wanted that Eviscerator, but I don't know what I'm going to do with the bits just yet. I'll probably hold on to it until the plastic Assault Squad kit arrives
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Alleged Inductii Rules leak:

Spoiler:
Inductii Rules that Goonhammer posted on Discord
Copy And Pasted directly before they were nuked from the server;

World eaters are very simple. Despoiler squads. Replace hotl with ravening madmen

AL is tacs, replace heart with treacherous lure, they can't be shot turn one except in interceptor reactions and >from scatters

Dark angels: replace bolters with volkite

White scars: despoilers, replace heart of the legion with proof of valour. You get a 5+ damage mitigation when locked in combat with an enemy unit with WS5+. If you save at least one wound with it and a unit survived that combat, at the end of the game you get 1VP

Death guard give up heart of the legion for Barbaran Resilience which gives a 5+ damage mitigation when 5 or fewer models are left, 6+ when 10 or fewer, or none above that. Plus 1 alchem flamer per 5 models

Night lords: They're for despoiler squads, they reduce sergeant leadership to 7, replace all chajnswords with killer blades (strength user ap - breaching 6+) and instead of heart of the legion you get a weird thing where you have a chance for a group of your guys to dogpile someone in a challenge

TS: Can't take asphyx weapons. Replace fury with Unattuned Practitioners. This gives the aetheric guidance power but stops them having a minor arcana. This powrr means when you shoot you can roll for it, if it passes the shooting gets breaching (6+) and if it fails it perils but with an extra wound

BA: Replace spite with Revenant Legion. This makes it so they can't sweeping advance but if they win a combat and their enemy is destroyed or falls back, they get Fear (1) for the rest of the game.

IW: Tacticals replace heart of the legion with a special rule that means you have to shoot the nearest unit in Los, but are immune to pinning
Imperial fists: Tactical squad, 1 in 10 gets a heavy bolter or autocannon at a small cost, once per game you make attacks from those weapons have the pinning rule

Emperors children: despoilers. Everyone can switch their chainsword for a charnbal weapon for +5pts each. You also are considering ld10 for morale checks made in the shooting phase and for pinning. But you lose combats on the draw

Word Bearers: Despoiler squads, replaces hotl with Empty Vessels and Traitor. Empty vessels: you roll a die at the end of each game turn with a +1 bonus if that unit destroyed or swept a unit, and +1 if the enemy warlord is destroyed. On a 5+ they suffer d3 ap- hits, become corrupted and get furious charge (1)

Sons of Horus: Despoilers, replace chainswords with chainaxes for 1pt a model, replace spite with creed of brutality: if you start an assault phase within 6" of a ws5+ sons of Horus friendly, you get rampage (1) and furious charge (1) for the phase

Ravenguard: tactical Squads, replace hotl with Unchained Conviction. If you'd get pinned, don't: instead retreat 7". You can't retreat off the table

Iron Hands: tactical squads. Get Heavy. The sergeant can take a phosphex bomb for 10pts. Replace fury with forbidden augmentation. At the start of your turn rol a die for each unit of this kind. On a 1-2 they take d3 ap- wounds. On a 5-6 increase their WS and BS by 1 this turn

SW: depsoilers. They don't get a sergeant. You can replace bolt pistols with combat shields for free. You can upgrade chainswords to chainaxes for +1pt a model. Replace hotl with headstrong charge. When you charge you can declare it headstrong: +2 to charge distance (not beyond 12" still) but it's disordered

Salamanders: despoilers. Your sergeant gets WS5. 1 in ten replace their cahinseord with a dragons breath flamer for +5pts or a meltagun for +15pts. Replace spite with wargear of heroes: reroll all failed hit rolls of 1 in melee

Ultramarines are basically proto 40k tactical Squads. Lose fury but get inexorable. Capped at ten models. One in five can have a flamer (5pts), plasma gun (10pts) or meltagun (15pts)

This message was edited 1 time. Last update was at 2023/05/20 21:43:07


 
   
Made in us
Longtime Dakkanaut





WS already had a version of despoilers with the Dark Sons of Death that also have unique colored armor. Theyre all red though, and from the artbook, it looks like Inductii for Scars have black helmets with gold icons

This message was edited 1 time. Last update was at 2023/05/20 22:55:09


 
   
Made in us
Impassive Inquisitorial Interrogator






beast_gts wrote:
Alleged Inductii Rules leak:

Spoiler:
Inductii Rules that Goonhammer posted on Discord
Copy And Pasted directly before they were nuked from the server;

World eaters are very simple. Despoiler squads. Replace hotl with ravening madmen

AL is tacs, replace heart with treacherous lure, they can't be shot turn one except in interceptor reactions and >from scatters

Dark angels: replace bolters with volkite

White scars: despoilers, replace heart of the legion with proof of valour. You get a 5+ damage mitigation when locked in combat with an enemy unit with WS5+. If you save at least one wound with it and a unit survived that combat, at the end of the game you get 1VP

Death guard give up heart of the legion for Barbaran Resilience which gives a 5+ damage mitigation when 5 or fewer models are left, 6+ when 10 or fewer, or none above that. Plus 1 alchem flamer per 5 models

Night lords: They're for despoiler squads, they reduce sergeant leadership to 7, replace all chajnswords with killer blades (strength user ap - breaching 6+) and instead of heart of the legion you get a weird thing where you have a chance for a group of your guys to dogpile someone in a challenge

TS: Can't take asphyx weapons. Replace fury with Unattuned Practitioners. This gives the aetheric guidance power but stops them having a minor arcana. This powrr means when you shoot you can roll for it, if it passes the shooting gets breaching (6+) and if it fails it perils but with an extra wound

BA: Replace spite with Revenant Legion. This makes it so they can't sweeping advance but if they win a combat and their enemy is destroyed or falls back, they get Fear (1) for the rest of the game.

IW: Tacticals replace heart of the legion with a special rule that means you have to shoot the nearest unit in Los, but are immune to pinning
Imperial fists: Tactical squad, 1 in 10 gets a heavy bolter or autocannon at a small cost, once per game you make attacks from those weapons have the pinning rule

Emperors children: despoilers. Everyone can switch their chainsword for a charnbal weapon for +5pts each. You also are considering ld10 for morale checks made in the shooting phase and for pinning. But you lose combats on the draw

Word Bearers: Despoiler squads, replaces hotl with Empty Vessels and Traitor. Empty vessels: you roll a die at the end of each game turn with a +1 bonus if that unit destroyed or swept a unit, and +1 if the enemy warlord is destroyed. On a 5+ they suffer d3 ap- hits, become corrupted and get furious charge (1)

Sons of Horus: Despoilers, replace chainswords with chainaxes for 1pt a model, replace spite with creed of brutality: if you start an assault phase within 6" of a ws5+ sons of Horus friendly, you get rampage (1) and furious charge (1) for the phase

Ravenguard: tactical Squads, replace hotl with Unchained Conviction. If you'd get pinned, don't: instead retreat 7". You can't retreat off the table

Iron Hands: tactical squads. Get Heavy. The sergeant can take a phosphex bomb for 10pts. Replace fury with forbidden augmentation. At the start of your turn rol a die for each unit of this kind. On a 1-2 they take d3 ap- wounds. On a 5-6 increase their WS and BS by 1 this turn

SW: depsoilers. They don't get a sergeant. You can replace bolt pistols with combat shields for free. You can upgrade chainswords to chainaxes for +1pt a model. Replace hotl with headstrong charge. When you charge you can declare it headstrong: +2 to charge distance (not beyond 12" still) but it's disordered

Salamanders: despoilers. Your sergeant gets WS5. 1 in ten replace their cahinseord with a dragons breath flamer for +5pts or a meltagun for +15pts. Replace spite with wargear of heroes: reroll all failed hit rolls of 1 in melee

Ultramarines are basically proto 40k tactical Squads. Lose fury but get inexorable. Capped at ten models. One in five can have a flamer (5pts), plasma gun (10pts) or meltagun (15pts)



The World Eaters one is interesting. While it does actually increase the Ravening Madmen ecosystem and expands it's uses, it's still a garbage rule. Like sure, it's better on them than the Red Butchers since they're cheaper, but it's still paying to give yourself a lobotomy.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

beast_gts wrote:
Alleged Inductii Rules leak:

Spoiler:
Inductii Rules that Goonhammer posted on Discord
Copy And Pasted directly before they were nuked from the server;

World eaters are very simple. Despoiler squads. Replace hotl with ravening madmen

AL is tacs, replace heart with treacherous lure, they can't be shot turn one except in interceptor reactions and >from scatters

Dark angels: replace bolters with volkite

White scars: despoilers, replace heart of the legion with proof of valour. You get a 5+ damage mitigation when locked in combat with an enemy unit with WS5+. If you save at least one wound with it and a unit survived that combat, at the end of the game you get 1VP

Death guard give up heart of the legion for Barbaran Resilience which gives a 5+ damage mitigation when 5 or fewer models are left, 6+ when 10 or fewer, or none above that. Plus 1 alchem flamer per 5 models

Night lords: They're for despoiler squads, they reduce sergeant leadership to 7, replace all chajnswords with killer blades (strength user ap - breaching 6+) and instead of heart of the legion you get a weird thing where you have a chance for a group of your guys to dogpile someone in a challenge

TS: Can't take asphyx weapons. Replace fury with Unattuned Practitioners. This gives the aetheric guidance power but stops them having a minor arcana. This powrr means when you shoot you can roll for it, if it passes the shooting gets breaching (6+) and if it fails it perils but with an extra wound

BA: Replace spite with Revenant Legion. This makes it so they can't sweeping advance but if they win a combat and their enemy is destroyed or falls back, they get Fear (1) for the rest of the game.

IW: Tacticals replace heart of the legion with a special rule that means you have to shoot the nearest unit in Los, but are immune to pinning
Imperial fists: Tactical squad, 1 in 10 gets a heavy bolter or autocannon at a small cost, once per game you make attacks from those weapons have the pinning rule

Emperors children: despoilers. Everyone can switch their chainsword for a charnbal weapon for +5pts each. You also are considering ld10 for morale checks made in the shooting phase and for pinning. But you lose combats on the draw

Word Bearers: Despoiler squads, replaces hotl with Empty Vessels and Traitor. Empty vessels: you roll a die at the end of each game turn with a +1 bonus if that unit destroyed or swept a unit, and +1 if the enemy warlord is destroyed. On a 5+ they suffer d3 ap- hits, become corrupted and get furious charge (1)

Sons of Horus: Despoilers, replace chainswords with chainaxes for 1pt a model, replace spite with creed of brutality: if you start an assault phase within 6" of a ws5+ sons of Horus friendly, you get rampage (1) and furious charge (1) for the phase

Ravenguard: tactical Squads, replace hotl with Unchained Conviction. If you'd get pinned, don't: instead retreat 7". You can't retreat off the table

Iron Hands: tactical squads. Get Heavy. The sergeant can take a phosphex bomb for 10pts. Replace fury with forbidden augmentation. At the start of your turn rol a die for each unit of this kind. On a 1-2 they take d3 ap- wounds. On a 5-6 increase their WS and BS by 1 this turn

SW: depsoilers. They don't get a sergeant. You can replace bolt pistols with combat shields for free. You can upgrade chainswords to chainaxes for +1pt a model. Replace hotl with headstrong charge. When you charge you can declare it headstrong: +2 to charge distance (not beyond 12" still) but it's disordered

Salamanders: despoilers. Your sergeant gets WS5. 1 in ten replace their cahinseord with a dragons breath flamer for +5pts or a meltagun for +15pts. Replace spite with wargear of heroes: reroll all failed hit rolls of 1 in melee

Ultramarines are basically proto 40k tactical Squads. Lose fury but get inexorable. Capped at ten models. One in five can have a flamer (5pts), plasma gun (10pts) or meltagun (15pts)

Hmmm. Depending on exactly what that "chance" comes down to, the 8th Legion Inductii sound pretty fun. I love me some dirty fighting cheating scumbags.
   
Made in us
Impassive Inquisitorial Interrogator






 Gadzilla666 wrote:
beast_gts wrote:
Alleged Inductii Rules leak:

Spoiler:
Inductii Rules that Goonhammer posted on Discord
Copy And Pasted directly before they were nuked from the server;

World eaters are very simple. Despoiler squads. Replace hotl with ravening madmen

AL is tacs, replace heart with treacherous lure, they can't be shot turn one except in interceptor reactions and >from scatters

Dark angels: replace bolters with volkite

White scars: despoilers, replace heart of the legion with proof of valour. You get a 5+ damage mitigation when locked in combat with an enemy unit with WS5+. If you save at least one wound with it and a unit survived that combat, at the end of the game you get 1VP

Death guard give up heart of the legion for Barbaran Resilience which gives a 5+ damage mitigation when 5 or fewer models are left, 6+ when 10 or fewer, or none above that. Plus 1 alchem flamer per 5 models

Night lords: They're for despoiler squads, they reduce sergeant leadership to 7, replace all chajnswords with killer blades (strength user ap - breaching 6+) and instead of heart of the legion you get a weird thing where you have a chance for a group of your guys to dogpile someone in a challenge

TS: Can't take asphyx weapons. Replace fury with Unattuned Practitioners. This gives the aetheric guidance power but stops them having a minor arcana. This powrr means when you shoot you can roll for it, if it passes the shooting gets breaching (6+) and if it fails it perils but with an extra wound

BA: Replace spite with Revenant Legion. This makes it so they can't sweeping advance but if they win a combat and their enemy is destroyed or falls back, they get Fear (1) for the rest of the game.

IW: Tacticals replace heart of the legion with a special rule that means you have to shoot the nearest unit in Los, but are immune to pinning
Imperial fists: Tactical squad, 1 in 10 gets a heavy bolter or autocannon at a small cost, once per game you make attacks from those weapons have the pinning rule

Emperors children: despoilers. Everyone can switch their chainsword for a charnbal weapon for +5pts each. You also are considering ld10 for morale checks made in the shooting phase and for pinning. But you lose combats on the draw

Word Bearers: Despoiler squads, replaces hotl with Empty Vessels and Traitor. Empty vessels: you roll a die at the end of each game turn with a +1 bonus if that unit destroyed or swept a unit, and +1 if the enemy warlord is destroyed. On a 5+ they suffer d3 ap- hits, become corrupted and get furious charge (1)

Sons of Horus: Despoilers, replace chainswords with chainaxes for 1pt a model, replace spite with creed of brutality: if you start an assault phase within 6" of a ws5+ sons of Horus friendly, you get rampage (1) and furious charge (1) for the phase

Ravenguard: tactical Squads, replace hotl with Unchained Conviction. If you'd get pinned, don't: instead retreat 7". You can't retreat off the table

Iron Hands: tactical squads. Get Heavy. The sergeant can take a phosphex bomb for 10pts. Replace fury with forbidden augmentation. At the start of your turn rol a die for each unit of this kind. On a 1-2 they take d3 ap- wounds. On a 5-6 increase their WS and BS by 1 this turn

SW: depsoilers. They don't get a sergeant. You can replace bolt pistols with combat shields for free. You can upgrade chainswords to chainaxes for +1pt a model. Replace hotl with headstrong charge. When you charge you can declare it headstrong: +2 to charge distance (not beyond 12" still) but it's disordered

Salamanders: despoilers. Your sergeant gets WS5. 1 in ten replace their cahinseord with a dragons breath flamer for +5pts or a meltagun for +15pts. Replace spite with wargear of heroes: reroll all failed hit rolls of 1 in melee

Ultramarines are basically proto 40k tactical Squads. Lose fury but get inexorable. Capped at ten models. One in five can have a flamer (5pts), plasma gun (10pts) or meltagun (15pts)

Hmmm. Depending on exactly what that "chance" comes down to, the 8th Legion Inductii sound pretty fun. I love me some dirty fighting cheating scumbags.


yeah, the idea that the 8th's inductii are just a bunch of murderhobos with prison shivs ganging up on people is fantastic.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

^^^^Indeed! The HH writers get the "theme" of the 8th Legion like none before, or current, it seems.
   
Made in au
Fixture of Dakka





Melbourne

It's nothing if not thematic for the 8th and reminds me a bit of that short story where the Wolf pack is sent to keep an eye on Kurze but is promptly flickering-light-jumpscared to death by an entire ships worth of Night Lords before they even make it out of the hanger bay.

The 1st Legion Inductii looks like it could be fun for cheap CHOOM! spam. Although word is that they lose the Hexagrammaton rules so that means they can't be used with 4 of our 6 Legion RoWs (Not that they're particularly great anyway ).

This message was edited 1 time. Last update was at 2023/05/21 02:07:45


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Made in ca
Mekboy Hammerin' Somethin'





Sedona, Arizona

God I hope there's something else for the WE one. Ravening Madmen is straight up worse than Heart of the Legion in... almost all situations. The only one where it's better is if you can get into combat with an elite power-weapon unit (Palantine Blades). It makes your guys better at tarpitting in that situation and that situation only; and that's if they don't just get swept.

On the flip side, the NL one sounds fething amazing. I'm seriously impressed with how the 8th's rules do an awesome job of encompassing the way the legion operates, while also being useful and fun.

   
Made in se
Been Around the Block




 morganfreeman wrote:
God I hope there's something else for the WE one. Ravening Madmen is straight up worse than Heart of the Legion in... almost all situations. The only one where it's better is if you can get into combat with an elite power-weapon unit (Palantine Blades). It makes your guys better at tarpitting in that situation and that situation only; and that's if they don't just get swept.

But they're supposed to be worse than the proper Legionnaires…

This message was edited 1 time. Last update was at 2023/05/21 05:20:35


 
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

Right, there's zero chance they'll be better, just different.
   
Made in us
Longtime Dakkanaut





I really like the Raven Guard one. Falling back 7" instead of being pinned is something I'll take any day for things like Tactical marines, and for a legion that gets more benefit for being further away from you. Really fun!
   
Made in gb
Pestilent Plague Marine with Blight Grenade





The Inductii seem interesting at least. I like to run huge blobs of infantry and a number of them seem to discourage/not affect those. As a Death Guard player mainly it'll be fun seeing the squad get tougher the smaller it gets (hope it can be taken for despoilers). A lot of the rules seem to be nailing the "different, not better" brief

Decurions seem...fine? Not sure why the vehicle selection needed to be so restricted, and the rule that you have to model them sticking out of a hatch is dumb (if I want to represent one by having a really fancy tank decked out with sensors and things, why not? are Decurions all supposed to be morons who want to be sniped at?). I love the idea of tank commanders though, so might have to make a fancy Kratos just to stick a Locus in

 Mad Doc Grotsnik wrote:
Charax absolutely nailed it.
 
   
Made in ca
Mekboy Hammerin' Somethin'





Sedona, Arizona

Keel wrote:
 morganfreeman wrote:
God I hope there's something else for the WE one. Ravening Madmen is straight up worse than Heart of the Legion in... almost all situations. The only one where it's better is if you can get into combat with an elite power-weapon unit (Palantine Blades). It makes your guys better at tarpitting in that situation and that situation only; and that's if they don't just get swept.

But they're supposed to be worse than the proper Legionnaires…


That’s a fair point. I guess I was operating in the assumption you’d pay for despoilers and get a straight up worse unit; being 1 or 2 points less would make them fine.

I guess the mind of the OG inductii; who required a character, but we’re straight up tacticals +1

   
Made in gb
Preparing the Invasion of Terra






WE Inductii lost scoring and had -1 BS but gained FNP 6+ and +1 Strength. They could also only be joined by Surlak or Apothecaries like the Destroyer Squad special rule.
The pros definitely outweighed the cons unless you only took Inductii then you would struggle to win objective games.
   
Made in ca
Araqiel






Keel wrote:
 morganfreeman wrote:
God I hope there's something else for the WE one. Ravening Madmen is straight up worse than Heart of the Legion in... almost all situations. The only one where it's better is if you can get into combat with an elite power-weapon unit (Palantine Blades). It makes your guys better at tarpitting in that situation and that situation only; and that's if they don't just get swept.

But they're supposed to be worse than the proper Legionnaires…


By the rules, they're basically tactical/despoilers with "support squad" and, in most cases, variations on heart of the legion / spite of the legion. Some of them are actually very good and some of them seem like there isn't much point to them. They don't look like they were very thoroughly playtested, but that sort of matches the whisperings I've heard that there is very little work done behind the scenes on the rules for the heresy.
   
Made in gb
Ridin' on a Snotling Pump Wagon






If any of the ‘leaked’ rules are even accurate.

   
Made in de
Servoarm Flailing Magos




Germany

 Mad Doc Grotsnik wrote:
If any of the ‘leaked’ rules are even accurate.


They originally come form youtube hypemen that got an advance copy and got removed from their forum because they want to do two videos this week to hype the book even more, they're probably as accurate as it gets barring the odd typo.
   
Made in us
Longtime Dakkanaut





So are inductii going to be cheaper than their base unit, since they'll be less skilled?
   
Made in gb
Moustache-twirling Princeps




United Kingdom

More pre-orders coming!


Automatically Appended Next Post:
Spoiler:



This message was edited 1 time. Last update was at 2023/05/21 17:15:33


 
   
Made in gb
Legendary Dogfighter





England

Are they going to be doing cataphractti pads for all the legions now?

it's the quiet ones you have to look out for. Their the ones that change the world, the loud ones just take the credit for it. 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Article says these upgrades are…

To coincide with the Siege of Cthonia campaign book which went on pre-order today, several sets of shoulder pads for the Imperial Fists and Sons of Horus are returning for a short while on a Made to Order Basis, alongside one set of torsos.

These will be available to order on Friday, and will go off sale at 8am UK time on Monday the 5th of June. There are six sets available, all cast in resin: Imperial Fists MKIV Shoulder Pads and MKVI Shoulder Pads, and Sons of Horus MKIII Shoulder Pads, MKIV Shoulder Pads, Cataphractii Shoulder Pads, and MKIV Torsos.


   
Made in gb
Longtime Dakkanaut





 Tamereth wrote:
Are they going to be doing cataphractti pads for all the legions now?


They did start doing them a few years back, but stopped part way through and then they were discontinued. I always thought it was strange that they didn't bring them back when Cataphractii were in the 2nd ed launch box. But with the tease of reworked mk3 I honestly think a new kit, reworked to fit the current HH infantry design ethos(base kit plus separate upgrade sprues) is in the works.
   
Made in gb
Longtime Dakkanaut






Tsagualsa wrote:
Sgt. Cortez wrote:
TOW will work like lotr with a huge (old) plastic range to choose from, supported by MTOs and range rotation of some older metals and then continued by FW resin and the occasional plastic releases that support new books. At least I think that's how they will do this. 3 large fantasy ranges and universes from the same company are hard to handle, even for GW.


Don't forget that there seems to be something happening with LotR, what with the new films announced by New Line cinema and GW's cryptic mumblings about not being able to tell anything about the future of the game for now at Warhammerfest. There have been movements in license holdership in the recent past, who knows what all of this amounts to.


They said they had loads to show, but couldn't right now. Big difference.
   
Made in au
Battlewagon Driver with Charged Engine





Very curious about those new tank driving centurions. Wonder what options they'll get? a way to mount an interesting pintle weapon perhaps? Or giving an invul to whatever tank their driving. Most likley you'll be able to take a signum to, but that's a lot of shooting to give up to pass on bs5 to the unit. Much like the solar tanks, except they can make some okay use with it by spamming vanquishers i suppose.
   
Made in us
Boosting Space Marine Biker





cody.d. wrote:
Very curious about those new tank driving centurions. Wonder what options they'll get? a way to mount an interesting pintle weapon perhaps? Or giving an invul to whatever tank their driving. Most likley you'll be able to take a signum to, but that's a lot of shooting to give up to pass on bs5 to the unit. Much like the solar tanks, except they can make some okay use with it by spamming vanquishers i suppose.


According to goonhammer: you have to buy a normal gun too alongside the two generic ones any legion can take. They both give a buff related to shooting, one letting the squadron return fire/overwatch twice with their pintle guns, the other letting you return fire (but NOT overwatch) with a single battle weapon.

The imperial fists one gets an assault cannon or defensive weapon with skyfire or precision shots.

The sons of horus one gets a banner and banestrike bolt cannon, he buffs nearby infantry's morale/leadership/whatever and if anyone runs away he can shoot them like a commissar.
   
Made in au
Battlewagon Driver with Charged Engine





 cole1114 wrote:
cody.d. wrote:
Very curious about those new tank driving centurions. Wonder what options they'll get? a way to mount an interesting pintle weapon perhaps? Or giving an invul to whatever tank their driving. Most likley you'll be able to take a signum to, but that's a lot of shooting to give up to pass on bs5 to the unit. Much like the solar tanks, except they can make some okay use with it by spamming vanquishers i suppose.


According to goonhammer: you have to buy a normal gun too alongside the two generic ones any legion can take. They both give a buff related to shooting, one letting the squadron return fire/overwatch twice with their pintle guns, the other letting you return fire (but NOT overwatch) with a single battle weapon.

The imperial fists one gets an assault cannon or defensive weapon with skyfire or precision shots.

The sons of horus one gets a banner and banestrike bolt cannon, he buffs nearby infantry's morale/leadership/whatever and if anyone runs away he can shoot them like a commissar.


Oh, that's very very interesting. Returning fire with a battle weapon is very cool, especially since i'm 3rd legion who gets a buff to that. If it's one battle weapon per vehicle the character may be an auto take to me.
   
Made in ch
The Dread Evil Lord Varlak





beast_gts wrote:
Alleged Inductii Rules leak:

Spoiler:
Inductii Rules that Goonhammer posted on Discord
Copy And Pasted directly before they were nuked from the server;

World eaters are very simple. Despoiler squads. Replace hotl with ravening madmen

AL is tacs, replace heart with treacherous lure, they can't be shot turn one except in interceptor reactions and >from scatters

Dark angels: replace bolters with volkite

White scars: despoilers, replace heart of the legion with proof of valour. You get a 5+ damage mitigation when locked in combat with an enemy unit with WS5+. If you save at least one wound with it and a unit survived that combat, at the end of the game you get 1VP

Death guard give up heart of the legion for Barbaran Resilience which gives a 5+ damage mitigation when 5 or fewer models are left, 6+ when 10 or fewer, or none above that. Plus 1 alchem flamer per 5 models

Night lords: They're for despoiler squads, they reduce sergeant leadership to 7, replace all chajnswords with killer blades (strength user ap - breaching 6+) and instead of heart of the legion you get a weird thing where you have a chance for a group of your guys to dogpile someone in a challenge

TS: Can't take asphyx weapons. Replace fury with Unattuned Practitioners. This gives the aetheric guidance power but stops them having a minor arcana. This powrr means when you shoot you can roll for it, if it passes the shooting gets breaching (6+) and if it fails it perils but with an extra wound

BA: Replace spite with Revenant Legion. This makes it so they can't sweeping advance but if they win a combat and their enemy is destroyed or falls back, they get Fear (1) for the rest of the game.

IW: Tacticals replace heart of the legion with a special rule that means you have to shoot the nearest unit in Los, but are immune to pinning
Imperial fists: Tactical squad, 1 in 10 gets a heavy bolter or autocannon at a small cost, once per game you make attacks from those weapons have the pinning rule

Emperors children: despoilers. Everyone can switch their chainsword for a charnbal weapon for +5pts each. You also are considering ld10 for morale checks made in the shooting phase and for pinning. But you lose combats on the draw

Word Bearers: Despoiler squads, replaces hotl with Empty Vessels and Traitor. Empty vessels: you roll a die at the end of each game turn with a +1 bonus if that unit destroyed or swept a unit, and +1 if the enemy warlord is destroyed. On a 5+ they suffer d3 ap- hits, become corrupted and get furious charge (1)

Sons of Horus: Despoilers, replace chainswords with chainaxes for 1pt a model, replace spite with creed of brutality: if you start an assault phase within 6" of a ws5+ sons of Horus friendly, you get rampage (1) and furious charge (1) for the phase

Ravenguard: tactical Squads, replace hotl with Unchained Conviction. If you'd get pinned, don't: instead retreat 7". You can't retreat off the table

Iron Hands: tactical squads. Get Heavy. The sergeant can take a phosphex bomb for 10pts. Replace fury with forbidden augmentation. At the start of your turn rol a die for each unit of this kind. On a 1-2 they take d3 ap- wounds. On a 5-6 increase their WS and BS by 1 this turn

SW: depsoilers. They don't get a sergeant. You can replace bolt pistols with combat shields for free. You can upgrade chainswords to chainaxes for +1pt a model. Replace hotl with headstrong charge. When you charge you can declare it headstrong: +2 to charge distance (not beyond 12" still) but it's disordered

Salamanders: despoilers. Your sergeant gets WS5. 1 in ten replace their cahinseord with a dragons breath flamer for +5pts or a meltagun for +15pts. Replace spite with wargear of heroes: reroll all failed hit rolls of 1 in melee

Ultramarines are basically proto 40k tactical Squads. Lose fury but get inexorable. Capped at ten models. One in five can have a flamer (5pts), plasma gun (10pts) or meltagun (15pts)


I have two questions as an AL player:
1. Are your tacs often something that gets targeted t1? Like if you don't run into a militia player that got PTSD from fury of the legion boltguns and therefore brought WW1 levels of artillery to the battle in order to surpress tacs or heavy weapons squads, i feel like my tacs survive the longest preciscly because no other marine or even admech player pays them any attention.
2. Is the effect spreading to transports? I can think an untargetable tank push T1 could be horrendous, even if the contents are glorified conscripts.
   
Made in us
[DCM]
DCM User







Anyone know why plastic Jetbikes remain so difficult to order - even from GW directly?
   
Made in gb
Preparing the Invasion of Terra






Because Americans must suffer. Also probs cos Leviathan production is the main focus right now.

This message was edited 1 time. Last update was at 2023/05/22 17:28:54


 
   
 
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