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New IG summarised on warseer

News and rumours

New IG summarised on warseer

Postby killmaimburn » Thu Jan 22, 2009 12:42 pm

Yet again Warseer is the place for all folks who want the info quickly and first hand,
The dude writes:
the dude wrote:Release Rumoured to be 2 May 2009.

Release date is 2 May 2009.

Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.

The following pic is from the March WD and confirms some of the rumours below including Orders, New Ratlings and the Valkyrie.

http://warseer.com/forums/attachment.php?attachmentid=52118&d=1234148406

[SIZE="4"]Rules[/SIZE]

Rules

Army-wide Special Rules

Orders

Orders can be issued to any disembarked non-vehicle squad.
Company Commander can issue up to two Orders within 12".
Platoon Commander can issue one Order within 6".
Orders may not be issued whilst embarked unless vehicle has “Mobile Command Vehicle”.
Vox casters ignore range for orders and allow a re-roll of the Ld test

Orders given at start of the shooting phase. Company Commander places Orders first, then Platoon Commanders. Orders resolved immediately and count as the Squad’s shooting. Receiving unit must pass LD test with the following affects:

Double 1 - They follow the Order and can be given another
Pass – They follow the Order
Fail – They fail the Order, but can act as normal after other orders are resolved
Double 6 - They do nothing and no further Orders may be issued that Turn

Platoon Commander Orders:

“First rank fire, second rank” - + 1 shot for Lasguns only (so 3 at 12", 2 at 13-24)

"Incoming!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.

“Move, move, move!” – Roll 3D6 and take highest when Running.

Company Commander Orders (all of the Platoon Commander ones plus):

"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.

"Target on my command" – Forces enemy unit targeted by the ordered squad to re-roll successful cover saves

"Get back in the fight!" - Allows a squad to instantly rally or get up from "Down!" This allows them to shoot & assault in that round as well.

Miscellaneous

Only Company and Platoon Command Squads and Veterans have access to heavy flamers.

Special Characters

Creed (90pts) replaces Company Commander. TL Hotshot Laspistol. 24" command radius for Orders. Can issue 4 per turn, including unique Order "For the Honour of Cadia!" giving 1 unit Fearless and Furious Charge. He gives 1 unit or vehicle (not squadron) Scout.
Usarker Creed 4 4 3 3 3 3 3 10 4+

Jarran Kell (70pts) Replaces Vet in Company Command Squad. Laspistol & Power Fist. Must have Creed to take him. “Listen Up Maggots!” Use the issuing Officers Ld for Order tests. If 2 Company Command Squads taken, may be deployed separately from Creed, but gets "look out sir Argh!" rule if in same squad.
Jarran Kell 4 4 3 3 2 4 2 8 4+

Captain Chenkov (70pts). Replaces Platoon Commander. 12” Order range. Can upgrade his Platoon's Conscript squad (75pts) allowing Special Order "Send in the next wave!" removing squad immediately and letting it enter from table edge at full strength next Turn. “Onwards you dogs!” Units in 12" get Stubborn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+

Commissar Yarrick (185pts). HQ Independent Character. Bale Eye is Hotshot Laspistol. Iron Will grants Eternal Warrior and 3+ 'get up' save for last wound. Force Field makes enemy re-roll successful wounds. Units in 12" are Stubborn. He and squad re-roll to hit on charge. May take Chimera.
Commissar Yarrick 5 5 3 4 3 3 3 10 4+

Catachan Devil Gunnery Sergeant "Stonetooth" Harker. Veterans Upgrade. Armed with “Payback” Heavy Bolter. FNP, Relentless, Catachan Devils (him and squad Infiltrate, Stealth and Move Through Cover). His may not take Granadiers.
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+

Lukas Bastonne (Cadian Noble). (?) Pistol &CCW. Veterans Upgrade. Allows squad to always try to rally regardless of casualties etc. After all orders issued he may issue his own order like a Platoon Commander.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+

Iron Hand Straken (90pts). Replaces Company Commander. Shotgun, Plasma Pistol & Refractor field. Bionics allow him to strike like a MC in CC. FNP. He and Squad are Fearless. He and Units within 12” get Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+

Guardsman 'Sly' Marbo. Elites Independent Character. Demo Charge, Sniper Pistol, Poison (2+) CCW. Hit & Run. ALWAYS in reserve and when deployed, may be put within 1" of ANY model. Can then shoot and run away.
Sly Marbo 5 5 3 3 2 5 4 7 5+

Mogul Kamir (40pts) Replaces Rough Riders Sgt. Mechanical horse (D3+1A on charge) and gives them Rage.
Moghol Kamir 4 3 3 3 2 3 3 8 5+

Captain Al’rahem (70pts). Replaces Platoon Commander. 12” Order range. Unique order allows a unit to consolidate D6” after shooting (possibly just Lasguns). All units in Platoon (including Chimeras) MUST Outflank. Claw of the Desert Tiger = Instant Death PW.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+

Nork Dedog (110pts). FNP. "Look out sir Argh!" rule. If he dies in assault, inflicts D6 S6 hits on enemy. If Nork Taken, Command Squad cannot have Bodyguards. “Loyal to the end” - Nork never target for summary execution. If his Commander is executed then Nork retaliates. Remove the Commissar.
Nork Dedog 4 3 5 5 3 3 4 8 4+

Knight Commander Pask of Cadia (50pts). Leman Russ Squadron upgrade. BS 4 to one weapon (possibly more if Tank stationary). +1 AP vs vehicles & reroll to wound vs MCs. Cannot disembark if the Tank is destroyed.

HQ

Primaris Psyker: 70pts
Force Weapon
'Lightning Arc' - S6 AP5 Assault 2D6
'Nightshroud' - Enemy has to pass Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+

Commissar Lord: 70 pts
Refractor Field. Options for Carapace Armour, Plasma Pistol, Power Fist.
"Aura of Discipline" - Any unit in 6" may use his Ld for Morale, Pinning and Ld tests for Orders. Has Summary Execution. Not executed by Commissars.
Commissar Lord 5 5 3 3 3 3 3 10 5+

Company Command Squad: 50pts
1 Company Commander. Laspistol, CCW, Frag, and Refractor Field (5+ inv). Upgrade to Bolt Pistol, Boltgun, Plasma Pistol, PWeapon, PFist. May take Melta Bombs. No longer IC.
4 Vets. Lasguns and Frags. Upgrade 1 to Medic, 1 may take Regimental Standard, 1 may take Vox. 1 may take Heavy Flamer. Replace 2 with Vet HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. 4 without an upgrade can take Flamer, Grenade Launcher, Sniper Rifle, Meltagun, or Plasmagun. May all take Kraks, Carapace, Camo Cloaks (applies to Officer and advisors too). Can’t have Commissar.
Medic: Feel No Pain
Regimental Standard: Re-roll Morale & Pinning tests within 12”
Company Commander 4 4 3 3 3 3 3 9 5+

Regimental Advisors: 30pts. 0-1 of each advisor (0-2 Bodyguards) per Company Command Squad
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls and re-roll outflank dice
Officer of the Fleet 3 4 3 3 1 3 1 7 5+

Astropath
Confer +1 to reserve rolls while still alive. Outflanking units may re-roll which board edge they enter from.
Astropath 3 4 3 3 1 3 1 7 5+

Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn. Shot scatters 2d6 on a "hit" & 3d6 on a arrow, deduct BS if within LoS.
Master of Ordnance 3 4 3 3 1 3 1 7 5+

Bodyguard
Can allocate an unsaved wound from Officer to them.
Bodyguard 4 4 3 3 1 3 2 7 5+

Other Advisors
Commissars: 35pts
Squad upgrades. Bestow Stubborn on attached unit. Summary Execution. Weapon options are the same as the Officer or Sgt in the attached squad.
Commissar 4 4 3 3 1 3 2 9 5+

Ministorum Priest: 45 pts
0-5, don't take up FOC. Rosarius, Las Pistol & CCW. Swap Las Pistol for Shotgun. Take Eviscerator. Re-rolls to hit for attached unit, except Ogryns & Ratlings.
Ministorum Priest 3 3 3 3 1 3 2 7 5+

Elites

Psyker Battle Squad
1 Overseer, and 4 Psykers 60pts. + up to 5 more Psykers. Laspistol & CCW.
“Soulstorm” – 1 model fires a Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
“Weaken Resolve” - Drops Ld of enemy in 24"=number of psykers in squad.
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+

Stormtroopers
5-10 men, 16 pts each. Hotshot Lasgun, Hotshot Laspistol, CCW, Frag and Krak.
Deep Strike. Can take 2 special weapons. Sgt can take Power Weapon, Plasma Pistol, Melta Bombs. Can take Chimera.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
Behind Enemy Lines - Scout and Infiltrate + first round of shooting causes Pinning
Recon - Scout and move through cover
Arial Assault - Re-roll to scatter dice for Deep Strike and Valkyrie disembarks
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hotshot Lasgun 18 3 3 Rapid Fire
Hotshot Laspistol 6 3 3 Pistol

Techpriest Enginseer
No FOC Slot. Can have up to 5 servitors. Two can have Heavy Bolter, Multi Melta or Plasma Cannon. Servitors are “mindlocked” if Techpriest dies. Fixes on 5+ with +1 for each tech servitor. No option for Chimera.
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+

Ogryns
Bone'ead +2 Ogryns 130pts. Up to 4 more for +40pts each. Stubborn, Furious Charge, Bulky (2 transport spaces). May take Chimera.
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3

Ratlings
3-10 per squad. 10 points each. Stealth & Infiltrate.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper

Troops

Imperial Guard Platoons
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 - 1 Conscript Platoon

Platoon Command Squad: 30pts
1 Platoon Commander
4 Guardsmen. Lasguns and Frags. Upgrade 1 to Medic, 1 may take Platoon Standard, 1 may take Vox. 1 may take Heavy Flamer. Replace 2 with HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. Up to 4 without an upgrade can take Flamer, Grenade Launcher, Sniper Rifle, Meltagun, or Plasmagun. May all take Kraks. May take Commissar.
Platoon Standard: +1 Combat Res in assaults.

Infantry Squad: 50 points
9 Guardsmen and a Vet Sergeant with Lasgun and Frag Grenades. Sgt has Lasgun or Las Pistol & CCW or Shotgun.
Options: Sgt may take Bolt Pistol, Plasma Pistol, Melta Bombs. Remove 2 and replace with HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. 1 may take Grenade Launcher, Flamer, Meltagun, or Plasma Gun. 1 may take Vox. Entire Squad may take Kraks. May take Commissar & Chimera.

Any number of Infantry Squads (and ONLY Infantry Squads) in a Platoon may choose to merge into any number of larger squads.

Heavy Weapons Squads: 60pts
3 HW Teams with Mortars. Upgrade to Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. May take Kraks. No Chimera. No Vox.

Special Weapons Squads: 35pts
6 Guardsmen. Can take 3 Flamer, Melta Gun, Plasma Gun, and Sniper Rifle. Any may take Demo Charge in addition to Lasgun. No Vox. No Chimera.

Conscripts: 80pts
20 Conscripts with Lasgun & CCW. May add up to 30 more. No Options.

Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons Team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+

Veteran Squads: 70pts
1 Vet Sgt + 9 Vets. Lasgun (Las Pistol & CCW for Sergeant)
Replace Lasgun with Shotgun. 3 may take Grenade Launcher, Flamer, Meltagun, Plasma Gun, or Sniper Rifle (1 may be Heavy Flamer). Remove 2 and replace with a Vet HW Team with Mortar, Heavy Bolter, Autocannon, Missile Launcher, or Lascannon. Sgt may take Plasma Pistol, PW or PF.
May purchase any and all squad Doctrines for 30pts each:
Demolitions – Grants the squad Melta Bombs and 1 demo charge
Forward sentries – Camo Cloaks + Snare Mines (Defensive Grenades)
Grenadiers – Carapace Armour
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+

Penal Legion: 80pts
1 Penal Guard and 9 Penal Legionnaires. Lasgun & CCW. Stubborn & Scouts.
“Desperados” - Roll D6 for their 'Crime' at start of game:
1-2: Gunslingers - Lasguns become Assault 2
3-4: Psychopaths - Furious Charge, Fleet & Counter Attack
5-6: Knife Fighters - +1CCW & Rending.

Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+

Transports

Chimera: 55 pts
Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. 5 people can shoot out.
Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter (NO Autocannon); hull Heavy Bolter to Heavy Flamer; Add Storm Bolter or Heavy Stubber, Hunter-Killer Missile, Dozer Blade, Extra Armour, Camo Netting.
Chimera 3 12 10 10

Fast Attack

Rough Riders: 55pts
1 Sgt and 4 Rough Riders, + up to 5 more. Hunting Lance, Laspistol & CCW, Frag & Krak. Lance strikes as S5 I5 Power Weapon on first charge, but no 2 CCW. Can have 2 of the following as well as Lance: Flamer, Grenade Launcher, Meltagun, Plasmagun. Sgt may take Melta Bombs.

Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+

Recon Sentinel Squadron: 35 pts
1-3 Recon Sentinels. Open Topped, Scout, Move Through Cover. Multilaser.
Replace Multilaser with Autocannon, Heavy Flamer, Missile Launcher, Lascannon. Add Searchlight, HK Missile. Entire squadron can buy Smoke Launchers and/or Camo Netting.
Recon Sentinel 3 3 5 10 10 10 3 1

Spearhead Sentinel Squadron: 55pts
1-3 Spearhead Sentinels. Lose Scout, but will be enclosed and have more options for heavy weapons such as the Plasma Cannon and possibly Multi-Melta.
Spearhead Sentinel 3 3 5 12 10 10 3 1

Fast Tanks Squadron
Squadron of 1-3 of any of the following:

Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model

Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)

Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta

Any tank may replace Heavy Bolter with: Flamer or Multi-Melta. Add Extra Armour, Searchlight, Heavy Stubber, HK Missile, Dozer Blade.
The entire squadron can buy Smoke Launchers or Camo-Netting.

Valkyrie squadron
Squadron of 1-3 of any combination of Valkyries or Vendettas

Valkyrie: 100pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Extra Armour, Searchlight, 2 Hellstrike Missiles, Multilaser
May exchange Multilaser for Lascannon, Hellstrike Missile for 2 Multiple Rockets Pods. May add door (sponson) Heavy Bolters.
Valkyrie 3 12 12 10
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.

Vendetta: 130pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Extra Armour, Searchlight, 3 TL Lascannons
May exchange 2 TL Lascannons for 2 Hellfury Missiles. May add door (sponson) Heavy Bolters.
Vendetta 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only

“Grav Chute Insertion” – Embarked Troops may DS at any point in vehicle’s movement, re-rolling scatter, but if they roll an arrow they take a Dangerous Terrain check.

Heavy Support

Leman Russ Squadron
Vehicle Squadron of 1-3 Leman Russ variants in any combination

Leman Russ Battle Tank: 150pts
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance, Large Blast

Leman Russ Demolisher: 165pts
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance, Large Blast

Leman Russ Exterminator: 150pts
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked

Leman Russ Vanquisher: 155pts
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration

Leman Russ Eradicator: 160pts
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.

Leman Russ Punisher: 180pts
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20

Leman Russ Executioner: 190pts
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.

All variants have Smoke Launchers and Searchlight. May exchange hull Heavy Bolter for Lascannon. May take sponsons with Heavy Bolters, Multi-Meltas, or Plasma Cannons. Add Heavy Stubber or Storm Bolter, Dozer Blade, HK missile, Extra Armour. Entire squadron can take Camo Netting.

Camo Netting improves a stationary vehicle’s cover save by +1

Lumbering Behemoth - a Leman Russ that remained stationary or moved up to 6" can fire its turret weapon in addition to any other weapons it may fire [depending on movement] - even if the turret weapon is ordnance.

Artillery Squadron
1-3 artillery tanks in a squadron in any combination.

Basilisk: 125pts
Open Topped.
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance, Barrage, Large Blast

Medusa: 135pts
Open Topped. Can take siege bombs.
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance, Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.

Hydra: 75pts
2 Twin Linked Hydra Autocannon
Camo-netting costs extra
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2

Colossus: 140pts
Open Topped.
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance, Large Blast
*Must fire indirectly*

Griffon: 75pts
Open Topped.
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast

All tanks have Smoke Launchers and Searchlight. May exchange hull Heavy Bolter for Lascannon. Add Heavy Stubber or Storm Bolter, Dozer Blade, HK missile, Extra Armour. Entire squadron can be enclosed and take Camo Netting.


Manticore: 160pts
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast

Deathstrike: 160pts
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.
__________________

Many thanks to Original poster (the dude) (NOW)found here http://warseer.com/forums/showthread.php?t=185873
If you like the info then be nice about warseer :D

REds8n writes on golden throne
Orders are given in the shooting phase-- at the start. If you use/shoot/whatever a unit before any orders are given that unit cannot benefit from then this turn.

They are given out in order of hierarchy--bit like Tomb kings. Thus HQ command squads have to give theirs first, then platoon command.

Command radius is 6". Think, vox might help that. Target unit has to pass a LD test. On a double 1 they pass and may benefit from another order this same turn. If they fail they act as usual. On a double 6 they do nothing as they mill about in confusion.

HQ squads can issue 2 orders. Platoon HQ 1.

Platoon orders are :

First rank,second rank-- 1 extra rapifire shot.
"Cover"-- +2 cover save as they go to ground !

Move, move move, run, roll 3d6 take highest.

HQ orders :

same as above

also

"Bring it down". Unit shooting at a vehicle, MC or squadron/unit of said, count as twin linked.

There's another one that....err.... auto rallies a unit and even frees them from pinning-- even if they have just gone to ground.

Creed, is only 90 points. + Kell.

He can give 4 orders a turn ! He has his own special one, that gives something daft like furious charge and fearlessness to a unit. He also provides the scout rule to a unit....or squadron !

For less than 100 points.

Valkyrie is, as far as I could see, NOT a dedicated transport. Fast attack option, 100 points, 1-3 per squadron.

Psyker has 24" ....err.... around S6 AP5 (ish) assault 2d6 shooting power.

You can also take a choir of 4-10 ( I think). They get a range 36" big blast S=number of psykers, APd6, attack.

Or they can target an enemy unit and reduce it's LD by 1 for each member of the unit. If they "peril.." though they lose multiple models d6/d3+3 ? Something like that.

All Russ tanks are slow and lumbering, means they can fire their turret weapon + others when they move at combat speed or less. IF they move over this speed they are limited to 6+ d6" max.

DO come in squadrons, 1-3 of any type !

FLak hydra has special tracking which ignores "fast" cover saves for skimmers and bikes !

Basic unit of guards is 50 points.

Can have a platoon banner--+1 CR.

Stormtroopers are awesome.
Hell Guns etc we know about, but as you deploy them you have to give them 1 of 3 skill sets.

They are..more or less..-- sorry, no pics and this is all from memory, apologies for vagueness--

Scout and move through cover.

One that gives them infiltrate and their first round of shooting counts as pinning.

One other I've totally spaced, Something like furious charge perhaps ?

As far as I could tell, NO stormtroopers as troops choice. The Bastonne guy is a special character upgrade-- like in the ork codex. He lets the unit always rally, even if under 50% etc.

Veterans get defensive grenades, as they have booby traps etc. There's a special catachan character for them as well.

Guard tank commander character, lets tank use his BS of 4. Dies if tank does though.

STrachan --sp?-- is and makes command squad fearless, ignores armour in assault, and adds d6 to AP. He can give nearby units furious charge and counter attack.

Nork the ogryn has a wicked special rule that as he "dies" in assault he auto inflicts d6 S6 hits on the enemy unit.

Commissars are upgrades-- they do execute leaders same as now, same for psykers.

Penal troopers have to select one of three "skill sets" as well.

"gun fighters"-- they become assault 2 !

another one..

and street or dirty fighters which..... I think.... actually gives them rending in assault !


One of the special characters- Chenkov ? Russian sounding-- has a rule "send me more men"-- which basically lets you recycle a dead conscript (might be penal but I don't think so...) unit when it has died and bring it on the board again.

Rest seemed pretty much as we "know".

Any questions might jog memories so ask away.

Book looks very nice indeed.

From what i could see, NO option for stormtropers as troops.

Oh, stormtroopers can reroll the dice when they deepstrike.

Valk is a skimmer, and you can indeed DS out of it as it moves at full speed. However it counts as DT if you scatter.

Rough riders are there--explosive lance and all. They have a character who gives them furious charge, and something else as well.

I'll do my best to answer queries, I can't be too certain over fine details and especially things like point costs.

All in all though it looked a lovely book. Well laid out-- same format as the last few, so fluff, bestiary, pics, armoury/wargear section then army list.

Seemed very logical and well thought out, I was especially impressed at the very efficient way Mr. Cruddace ( sp?...) has manged to fold in so much of the existing doctrines and rules, and yet add more details and choces, without making it overly complicated.
Priest entry makes mention of both a Rosarius and an eviscerator. He gives them... er.... I think it might be furious charge or something. Rerolls to hit ? Along those lines. Maybe some morale thing too.

I think characters like him, the advisors etc etc, are bought as extra "free" slots attached to the HQ. AFAIK you can assign them where you want.

Think weapons are a bit cheaper, not a lot though. Tanks maybe a little cheaper.
See post later for more testimony and rules
Last edited by killmaimburn on Thu Mar 26, 2009 1:57 pm, edited 13 times in total.
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Re: New IG summarised on warseer

Postby LordMalekTheRedKnight » Thu Jan 22, 2009 12:52 pm

cheers for the heads up mate. :)

im really looking forward to this codex. :D

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Postby ruffian4 » Thu Jan 22, 2009 1:29 pm

Yeah, I checked it out yesterday.

I haven't read the whole thread, but I do seem to remember heavy weapons teams being changed to 10's.
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Postby Angelwing » Thu Jan 22, 2009 2:30 pm

Good stuff. I figured I would have to reorganise special and heavy weapons. Good news on the psyker. I have a GW Judge Anderson model just waiting for this opportunity!
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Postby WolflordHavoc » Thu Jan 22, 2009 3:54 pm

Hmmmmmm Judge Anderson (I had a thing for her!).

Yes read this on the Seer

Interesting.
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Postby Spack » Thu Jan 22, 2009 4:15 pm

Hmm, I have a spare Citadel Judge Anderson figure too ... :P
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Postby killmaimburn » Tue Feb 03, 2009 7:33 pm

The thread has continued..I've just copy and pasted the latest over
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ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Postby killmaimburn » Mon Feb 09, 2009 6:40 pm

Latest roundup from warseer (inc golden thrones reds8n etc) put in first post.
theres another page of stuff about sculpts and releases for models on warseer. but that stuff never gets my fire going. (someone else can port that if they really need)
Last edited by killmaimburn on Mon Feb 09, 2009 6:40 pm, edited 1 time in total.
It has always been the prerogative of half-wits and fools to point out the Emperor has no clothes, but the Emperor remains the Emperor, and the half-wit remains a half-wit.-The Sandman (The friendly ones)
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Postby KInG » Mon Feb 09, 2009 7:51 pm

As soon as the GT final is over I'll be making IG models like crazy... I've a large force but not alot is ready, finished stage, ready for painting. Tanks all need the accesssories stuff added, and infantry could do with their arms sticking on, along with a gun or two maybes. :)

So it looks like IG modelling and DA painting for now. Poo I feel another 'Log' coming and that ain't we ain't talking toilets here. ;)

The best thing about that roundup for me is the fact I'm going to be able to use all my IA FW models in my IG army...

- Valks
- Leman Russ turrets (of which I prolly have at least one of each available).
- Manticore & Medusa artillery pieces.

That just increased my army selection 10 fold. :D:D:D:D
Last edited by KInG on Mon Feb 09, 2009 7:55 pm, edited 1 time in total.
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Postby Angelwing » Mon Feb 09, 2009 10:22 pm

Deathstrike missile? Erm, that should stay in epic....
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Postby KInG » Mon Feb 09, 2009 10:39 pm

Its also in Apoc I believe, or at least its in the BOLS datafile of Imperial vehicles.

If they can make it work in 40K and not be too over powered, why not? afterall, when compared to the new SM orbital bombardment that the chapter master's get, I don't see it being a problem.
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Postby Antubis » Tue Feb 10, 2009 1:58 am

Punisher Gatling Cannon: 24" S5 AP- Heavy 20 8O

Our Daemon Princes can't repel firepower of that magnitude!
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Postby killmaimburn » Tue Feb 10, 2009 8:38 am

I think antubis has got it, fluff might cry about a super missile, but if it comes out in those rules..its a single shot orbital bombardment you have an incredible chance of taking out (turn 1 it doesn't roll a 6= can't fire, you fly over and MM it etc)
I mean assuming that the punisher can't fire other weaponry when it shoots its big stuff (Hands over ears about the behemoth rule) and that its BS3, thats still pretty much 7+ dead eldar a turn. I guess if it had rending ti woudl be scarier :)
AV14 survives so much better than AV12 and its shooting every turn its alive. So 42 dead eldar or one rather scary pie plate..hmmm (note pure conjecture with very questionable mathhammer :) )
Last edited by killmaimburn on Tue Feb 10, 2009 8:40 am, edited 3 times in total.
It has always been the prerogative of half-wits and fools to point out the Emperor has no clothes, but the Emperor remains the Emperor, and the half-wit remains a half-wit.-The Sandman (The friendly ones)
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Postby Ljundhammer » Tue Feb 10, 2009 9:16 am

Yummy.

It's about time the IG hit the power curve! Finally I can make IG cheezy! Woo hoo.

Tanks, tanks, tanks, tanks, tanks, tanks, tanks, tanks!

I'm going to have to paint all tose guys I made for last weekend now :(
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Postby ruffian4 » Tue Feb 10, 2009 9:33 am

Cheers for the updates kmb.
I gave up reading the thread long ago...

We pretty much assume doctrines have gone, but are there upgrades available to represent them?
Like I have a lot of las pitol and ccw weapon guardsmen (originally assembled for the journal stealer list), is this sort of thing covered in the squad choices?

Carapace armour for squads/rough riders???
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