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L30n1d4s

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About L30n1d4s

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    Grey Knights, Angels Sanguine, Space Wolves, Astra Militarum, Adeptus Astartes

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  1. We also don't know what "Aegis of the Emperor" does, but I am guessing it is something defense related (perhaps a FNP against MWs).
  2. Lol...OK, we will just have to agree to disagree here, buddy! Except for the rules for disembarking... afraid you are going to have to agree with me on that, because that is actually what is in the Codex, not an opinion.
  3. Nope... look at the entries for Land Raiders, Drop Pods, and Impulsors. They specifically reference how they can use these rules (i.e. other transports, like Rhinos and Repulsors, cannot). Many things can be a "one shot missile" without being a Drop Pod Bomb... Suboden Khan leading Outriders in a Stormspear Detachment and using Assault Doctrine can move 14", auto advance 6" (with strat), then charge 2D6+1", all while moving through terrain (he gives his unit "Mobile")... that is definitely an example of a one shot missile (if you are charging a unit in the heart of your opponent's DZ), but is quite different from a Drop Pod full of Marines coming in hot turn 1.
  4. No, a drop pod bomb that can't be zoned out, that has a unit which is not "dead points" once it disembarks it troops (i.e. can grab objectives, do actions, score secondaries, even reembark other squads) - also, the rhino can tie up units in melee, use Crushing Impact strat, block LOS to a bunch of units, etc. ;) Also, Drop Pod cant get them in melta range the turn it comes in.
  5. I think 10 Sternguard in a Rhino with Librarian the Enhancement that gives the unit Scout 6" could be quite interesting. Scout Rhino 6", then turn 1 move 12", disembark 3" for a total of 21"... from their, you can either use melta profile (guaranteed D3+4 dmg per shot when in melta range) against vehicles/monsters, the "plasma" profile against heavy infantry, or the bolter profile against hordes.... but of a "one shot missile," but still great if it takes out a key enemy unit turn 1 (i.e. Defiler, Tau Crisis Team, Ork Boyz hordes, etc etc)
  6. Don't forget, all Terminator melee weapons get a permanent additional -1AP (on top of what you see on their base profiles) and their ranged weapons also get -1AP when shooting a unit within 9" of their unit. This means AP-3 PFs/PWs, AP-2 storm bolterts and Heavy Flamers within 9", and even attached characters (like TDA Chaplain, TDA Librarian, etc.) can benefit from these AP buffs as well!
  7. Great point about screening out Drop Pods.
  8. I am pretty excited, now that it looks like Tacticus units can finally ride in Rhinos. I am also hopeful that they will give Rhinos a useful Special Rule (i.e. I would love it if they got the old Razorback Rule, allowing rerolls to Wound against a target "marked" by a Rhino they just disembarked from). How do other Chapter Masters out there plan to use Rhinos in 11th, after the Codex drops? I am thinking of using it to transport an Infernus squad (who are likely getting a glow up for their Flamers anyway)... having a transport that can carry/protect a max squad of 10 at a reasonable points cost (unlike a Repulsor or Land Raider) and that actually has some value after it drops the squad off (i.e. unlike Drop Pods, which can't move, can't score, can't do actions, etc.) sounds pretty great!
  9. I too am a little disappointed in the lack of new space marine units, but am hopeful that the overhaul of space marine profiles and weapons is enough to make up for the loss of so many "journeyman" units (i.e. Predators, Vindicators, Centurions, etc.).
  10. Pretty sure the shield gives them 4++, 3W comes from being Veterans (like ICC, Sanguinary Guard, WG Headtakers, Swore Brethren, etc.)
  11. I think Sternguard might become for Space Marines what Flash Gitz are like for Orks in their new Codex.... i.e. Flash Gitz can choose each time they shoot if they have a Melta-like profile, a Plasma-like profile, or a Heavy Bolter like profile. Additionally, Flash Gitz have an ability that helps their shooting (extra -1 AP to shooting when they or their target are on an Objective) and have the elite/Nob profile of 3W. I would not be surprised at all if Sternguard became 3W (like Bladeguard), have 3 different specialized shooting profiles to choose from, and get an ability that makes them better than normal Marines at shooting.
  12. So, what do you all think brothers, with the "legending" of Dev Centurions and Devastators, that removes all sources of Grav Weapons from the Space Marine roster (except Tor Garridan and perhaps Grav Pistols on Vanguard Veterans... we will see)... Will that be the death of Grav, or will GW make a new Grav-toting unit (i.e. Hellblasters with Grav Guns, or Eradicators with Grav Cannons, etc.)? As someone who used Grav Centurions/Grav Devastators extensively all th way back to 7th edition, I would love to see a new Primaris unit pick up the "mantle" and give us a dedicated anti-vehicle weapon (actually, while they are at it, make Grav weapons anti-vehicle/monster 3+, like the Votann version have, instead of Anti-vehicle 2+, and that would be even better!).
  13. Well, looks like even basic Bolt weapons are going to S5, so I can imagine that other "baseline" space marine weapons will also get upgraded ... I am guessing S5 AP-1 Flamers with 3A and Blast, Plasma that is S8 normally and S9 in overcharged mode, Krak Missiles that go up to S12 (Krak Grenades are now S10), Lascannons that are S14, Meltas with more baseline damage, Heavy Bolters that get more shots, etc.
  14. I am also hoping for at least the following, in line with what we have seen in 11th so far: -Psychic powers (spread among different Librarian types): *Might of Heroes - Unit gets +1S in melee *Veil of Time - Unit can advance/charge *Psychic Fortress - 5+++ FNP against MWs *Null Zone - Enemy in engagement range has Invul reduced by -1 *Shrouding - 6" aura of cover *Temporal Corridor - Uppy downy, like Orks
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