Jump to content

Welcome to The Bolter and Chainsword
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Shadow War: Armageddon


  • Please log in to reply
443 replies to this topic

#426
SlaveToDarkness

SlaveToDarkness

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,608 posts
  • Gender:Male
  • Location:Downham Market, Norfolk
  • Chapter Name: Defecators

There may be some cards free with WD.

The beauty of the internet is, even if they aren't officially available - they'll all be online within minutes.

Aye, if Inferno was online the day after the open day these will be up straight away.

Explorer in the further regions of experience; Demon to some, Angel to others.

gallery_29004_9303_22505.png

Liberate Tutemet Ex Inferis


#427
Apologist

Apologist

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,109 posts
  • Gender:Male
  • Chapter Name: Ultramarines: The Praetors of Calth

I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.


+Death of a Rubricist+

My blog

 

May You Live Forever – a narrative Iron Hands blog | Officio Monstrosa – Iron Warriors during the siege of Terra | The Praetors of Calth – Ultramarines from Crusade to Scouring


#428
Venomlust

Venomlust

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,774 posts
  • Gender:Male
  • Location:The Arena Goreworld
  • Chapter Name: The Brass Stampede

A Dark Apostle leading cultists would be super cool. I think he'd make a reasonable hero type character, perhaps not for every mission. Talk of hired guns/special occasion characters would allow for that.



#429
Doghouse

Doghouse

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 4,802 posts
  • Gender:Male
  • Location:Basingstoke, UK
  • Chapter Name: Summoners

I'd be surprised to see a 2+ save making an appearance but anything is possible.

 

A Dark Apostle leading cultists would be super cool. I think he'd make a reasonable hero type character, perhaps not for every mission. Talk of hired guns/special occasion characters would allow for that.

 

A space marine leading a cultist squad would be great, I have a gut feeling that it will revolve around boxes and what comes in them. So it's a long shot but there is a box of cultists with a traitor marine in it.


TRUESCALE SPACE MARINE TUTORIAL
 

CURRENT PROJECT LOG: IMPERIAL FISTS AND IRON WARRIORS

http://www.bolterand...6/#entry4559676


#430
Venomlust

Venomlust

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,774 posts
  • Gender:Male
  • Location:The Arena Goreworld
  • Chapter Name: The Brass Stampede

Yeah, that's a good point. They're pretty hot on only including rules/etc. for whatever's in the box these days, and that kit would make lots of sense for this game. Depending on what the power level is like among the units in the game, a marine in power armor really should be splattering fools, but not be omnipresent so as to avoid being OP. Even the humble power sword/maul would put in serious work, I'd expect.


Edited by Venomlust, Yesterday, 05:05 PM.


#431
Azazyll

Azazyll

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 127 posts
  • Gender:Male
  • Location:Brookline
  • Chapter Name: Linnorms

 

I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.

 

In that case though terminators would receive a 3+ save on a combined 2d6 roll.  Which I would be fine with.


  • Brother Stobz likes this

#432
Flame Boy

Flame Boy

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 513 posts
  • Gender:Male

 

 

I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.

 

In that case though terminators would receive a 3+ save on a combined 2d6 roll.  Which I would be fine with.

 

Perhaps that's one of the aspects they might change? I seem to recall in 2n edition lascannons had a -6 save modifier so it wasn't terribly unusual to see lascannons shot bouncing off them, which I doubt they would allow nowadays. Since that is how it used to work I wouldn't mind, I'd just find it surprising.



#433
sfPanzer

sfPanzer

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,136 posts
  • Gender:Male
  • Location:Germany
  • Chapter Name: Cacophony of Unbound Pleasure

Maybe they just go with the good old WHFB 7e way of handling armor. Everything above S3 means -1 on the armor roll. So S4 = -1, S5 = -2, S6 = -3, etc. :D


gallery_62972_10568_6124.jpg


#434
Grand Master Laertes

Grand Master Laertes

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 435 posts
  • Gender:Male
  • Location:Rome, Italy
  • Chapter Name: Betrayers of Pain

Maybe they just go with the good old WHFB 7e way of handling armor. Everything above S3 means -1 on the armor roll. So S4 = -1, S5 = -2, S6 = -3, etc. biggrin.png

 

which is exactly as the armour save modifiers worked in WH40K 2nd edition



#435
sfPanzer

sfPanzer

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,136 posts
  • Gender:Male
  • Location:Germany
  • Chapter Name: Cacophony of Unbound Pleasure

 

Maybe they just go with the good old WHFB 7e way of handling armor. Everything above S3 means -1 on the armor roll. So S4 = -1, S5 = -2, S6 = -3, etc. biggrin.png

 

which is exactly as the armour save modifiers worked in WH40K 2nd edition

 

Yeah the more I read here the more I see the parallels between those two. I kinda miss those rules. :P


gallery_62972_10568_6124.jpg


#436
Azazyll

Azazyll

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 127 posts
  • Gender:Male
  • Location:Brookline
  • Chapter Name: Linnorms

 

 

 

I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.

 

In that case though terminators would receive a 3+ save on a combined 2d6 roll.  Which I would be fine with.

 

Perhaps that's one of the aspects they might change? I seem to recall in 2n edition lascannons had a -6 save modifier so it wasn't terribly unusual to see lascannons shot bouncing off them, which I doubt they would allow nowadays. Since that is how it used to work I wouldn't mind, I'd just find it surprising.

 

Terminator armor should have a decent chance of surviving a direct hit from a lascanon.  It's designed to survive inside a ship's plasma reactor.  That's why GW later added the invulnerable save to terminator armor in 3rd after realizing that the 2+ save was just not cutting it by itself.  A -6 save for 3+ on a 2d6 gives you a 9 or better, which gives you a 5/18 odds of survival, or just above 1 in 4 but below the 1/3 odds they have now with a 5++.  So actually this would be a reduction in durability from your example compared to current rules.

What it really meant was that you had less to fear from small arms fire.  Now every shot has at least a 1 in 6 chance of penetrating terminator armor, which is ludicrous.  You can bring one down with the weight of lasgun fire, which shouldn't even really have a chance of hurting a terminator.  in 2nd edition a lasgun only had a 1/36 chance of penetrating terminator armor, and a boltgun only 1 in 12 chance.  Much better fitting for the fluff.



#437
Harleqvin

Harleqvin

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 1,030 posts
  • Gender:Male
  • Location:Segmentum USA
  • Chapter Name: The Order (Dark Angels)
Termies would be 8+ on a 2d6, if it was a 2+ save on 2d6 that has a -6 modifier.

ETL_03_Custos_Fidei_Vow_01.jpg Redemption... One heretic at a time. My DA conversions on FB My works on FB My B&C DA Pre/heresy WiP


#438
Blindhamster

Blindhamster

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,524 posts
  • Gender:Male
  • Location:Birmingham UK
  • Chapter Name: Blood Angels

Termies would be 8+ on a 2d6, if it was a 2+ save on 2d6 that has a -6 modifier.

they were 3+ on 2d6, not 2+


"Because I did not see it as glorious Captain Castigon, a bunch of effete over privileged nobles who barely know which direction to point a weapon? Where's the challenge in that? Look at your armour, not a scratch on you is there?" 

Blood Angels 3rd Company Wins 25 Draws 5 Losses 13

Heresy Blood Angels: Wins 4 Draws 0 Losses 2
Blood Angels 4th company: Wins 10 Draws 3 Losses 4


#439
Eddie Orlock

Eddie Orlock

    ++ FRATERIS TEMPLAR ++

  • ++ MODERATI ++
  • 2,361 posts
  • Gender:Not Telling
  • Location:Calgary
  • Chapter Name: Storm Angels

 in 2nd edition a lasgun only had a 1/36 chance of penetrating terminator armor, and a boltgun only 1 in 12 chance.  Much better fitting for the fluff.

In second ed lasguns packed a -1 save mod. You're thinking of autoguns. Heavens help you if you tried to fire a bow at one.


"Academic politics is the most vicious and bitter form of politics, because the stakes are so low."
- Wallace Sayre
 
The continued future of the Bolter and Chainsword is in your hands.


#440
Flame Boy

Flame Boy

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 513 posts
  • Gender:Male

 

 

 

 

I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.

 

In that case though terminators would receive a 3+ save on a combined 2d6 roll.  Which I would be fine with.

 

Perhaps that's one of the aspects they might change? I seem to recall in 2n edition lascannons had a -6 save modifier so it wasn't terribly unusual to see lascannons shot bouncing off them, which I doubt they would allow nowadays. Since that is how it used to work I wouldn't mind, I'd just find it surprising.

 

Terminator armor should have a decent chance of surviving a direct hit from a lascanon.  It's designed to survive inside a ship's plasma reactor.  That's why GW later added the invulnerable save to terminator armor in 3rd after realizing that the 2+ save was just not cutting it by itself.  A -6 save for 3+ on a 2d6 gives you a 9 or better, which gives you a 5/18 odds of survival, or just above 1 in 4 but below the 1/3 odds they have now with a 5++.  So actually this would be a reduction in durability from your example compared to current rules.

What it really meant was that you had less to fear from small arms fire.  Now every shot has at least a 1 in 6 chance of penetrating terminator armor, which is ludicrous.  You can bring one down with the weight of lasgun fire, which shouldn't even really have a chance of hurting a terminator.  in 2nd edition a lasgun only had a 1/36 chance of penetrating terminator armor, and a boltgun only 1 in 12 chance.  Much better fitting for the fluff.

 

The reason I believe they were changed was that you couldn't really bring things to counter Terminator armour. You could aim small arms at them and hope for the best or you could aim anti-tank weapons at them and still not have a great chance to counter them. Sure, they will die eventually, but you couldn't look at your army list and feel confident that you had an anti-Terminator part of your army like you could with anti-horde weapons or and anti-tank section.

 

I disliked the change from 2nd to 3rd edition because of choices like this, but over time I can see why they changed it. However, Terminators aren't that great in 40k now from what I hear.

 

We probably won't even see Terminator armour in this game, but it would be interesting to see what they would do with it. What was Mega armour like in 2nd edition? Was that a 2+ save?



#441
01RTB01

01RTB01

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 921 posts






I wonder what kind of specialists will be available for SM.
And if +2 save will be permitted. I think for leaders, a veteran in termies armour or a Cybork, 2+ is plausible.
It's time for my Grey Talons Kill team to see the light of the day.
I also wonder if the Space Marines CT will change. Some will be made redundant.

If the game is based on 2nd edition, expect to see save modifiers. A 2+ save isn't necessarily that scary when even bolters are -1.
In that case though terminators would receive a 3+ save on a combined 2d6 roll. Which I would be fine with.
Perhaps that's one of the aspects they might change? I seem to recall in 2n edition lascannons had a -6 save modifier so it wasn't terribly unusual to see lascannons shot bouncing off them, which I doubt they would allow nowadays. Since that is how it used to work I wouldn't mind, I'd just find it surprising.
Terminator armor should have a decent chance of surviving a direct hit from a lascanon. It's designed to survive inside a ship's plasma reactor. That's why GW later added the invulnerable save to terminator armor in 3rd after realizing that the 2+ save was just not cutting it by itself. A -6 save for 3+ on a 2d6 gives you a 9 or better, which gives you a 5/18 odds of survival, or just above 1 in 4 but below the 1/3 odds they have now with a 5++. So actually this would be a reduction in durability from your example compared to current rules.

What it really meant was that you had less to fear from small arms fire. Now every shot has at least a 1 in 6 chance of penetrating terminator armor, which is ludicrous. You can bring one down with the weight of lasgun fire, which shouldn't even really have a chance of hurting a terminator. in 2nd edition a lasgun only had a 1/36 chance of penetrating terminator armor, and a boltgun only 1 in 12 chance. Much better fitting for the fluff.
The reason I believe they were changed was that you couldn't really bring things to counter Terminator armour. You could aim small arms at them and hope for the best or you could aim anti-tank weapons at them and still not have a great chance to counter them. Sure, they will die eventually, but you couldn't look at your army list and feel confident that you had an anti-Terminator part of your army like you could with anti-horde weapons or and anti-tank section.

I disliked the change from 2nd to 3rd edition because of choices like this, but over time I can see why they changed it. However, Terminators aren't that great in 40k now from what I hear.

We probably won't even see Terminator armour in this game, but it would be interesting to see what they would do with it. What was Mega armour like in 2nd edition? Was that a 2+ save?

It was on 1d6 and had a 4++ for the built in medi squigg - multiple saves were allowed then

#442
Flame Boy

Flame Boy

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 513 posts
  • Gender:Male

Oh, I forgot about the medi-squig. I remember the multiple saves though. Marines with displacer fields were tough to shift!



#443
SlaveToDarkness

SlaveToDarkness

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 3,608 posts
  • Gender:Male
  • Location:Downham Market, Norfolk
  • Chapter Name: Defecators

Oh, I forgot about the medi-squig. I remember the multiple saves though. Marines with displacer fields were tough to shift!


Unless you were unlucky like me and he displaced onto a vortex grenade template. 21 years later and Im still gutted about that.
  • Flame Boy, Noserenda, Cactus and 1 other like this

Explorer in the further regions of experience; Demon to some, Angel to others.

gallery_29004_9303_22505.png

Liberate Tutemet Ex Inferis


#444
deathspectersgt7

deathspectersgt7

    +FRATER DOMUS+

  • + FRATER DOMUS +
  • 11,099 posts
  • Gender:Male
  • Location:GHOUL STARS
  • Chapter Name: deathspectres,Hammers of Dorn

Really HYPED !!!!


  • Doghouse and Blindhamster like this

gallery_70393_10089_14134.png     gallery_45765_11559_21519.png





2 user(s) are reading this topic

1 members, 1 guests, 0 anonymous users


    DexC