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There's been a leak of some details, compiled by the ever helpful and calm Auspex Tactics: Link to text
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- Space Marines
- Codex
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I just checked the Sunday Preview article on Warcom and made an immediate observation. The new Tyranid Codex cover is just a reskin of the 9th Ed. cover, but worse (imo). SM will definitely get a new cover but they’re the poster children so that’s a given. I wonder what percentage of of 10th Ed. ‘Dexes will have reskinned 9th covers. I only say this because ‘Nids are one of the two big factions in the launch box and GW couldn’t commission a new piece of art for them? I for one would be upset if my codex looked the exact same from last edition, it just reeks of laziness on GW’s part (imho). What’s your opinion/prediction?
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I mean, that literally is just the same unit with fewer options, which is pretty sad. GW's modeling and rules trends over the past few years have been to reduce and reduce the available options, which is just much less interesting from both a modelling and gameplay perspective. Each release seems to be stripping more and more away from peoples' options, GW has become obsessed with controlling how people can build their stuff.
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Codex Space Marine Previews
Lord Marshal posted a topic in + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS +
Sounds like the leaks were accurate. -
I wanted to round out 9th Edition with a cool homebrew, since it's ending soon. Here it is: ... The tides of the Warp are capricious and wicked. While hours and days may pass for those travelling its currents, years or even centuries can go by for others anchored in realspace. And it was one of these events that the patrol cruiser Vigilance would encounter as it prowled the edge of the Segmentum Obscurus. Standard sweeps detected an unknown contact drifting at sublight speeds. Augur arrays showed a strange vessel of sleek silver metal and odd, alien design. Yet as the Vigilance moved closer, its vox systems crackled to life with a voice speaking in perfect High Gothic: “This is the colony ship Bright Dawn, requesting emergency aid. Life support failing. Hull damage is severe. We are 473 refugee colonists bound for Beta Reticuli, we came under attack...” The crew of the Vigilance were stunned. The ship looked to be highly advanced, far beyond any human-made design that could ever hope to achieve, and yet its occupants appeared to be very much human. Unease gripped the cruiser even as it moved to render assistance. Without warning, the Bright Dawn shuddered under a barrage of weapons fire as a flotilla of dark, angular shapes dropped from warp behind them. The unknown attackers shredded through the colony ship’s hull, even as panicked screams echoed over the vox. The Vigilance turned and ran as doom descended upon the Bright Dawn. Only the protestations of the ship’s chronologian, a member of the Ordo Chronos, stayed the captain’s order to fire on the attackers. For the chronologian knew the grim truth - that the alien vessels were not alien at all. They were implacable killing machines from an ancient past, now a terrible future - the Men of Iron, returned. By the dying light of the Bright Dawn, the Men of Iron turned their guns upon the cruiser. Only a blind warp jump saved the Vigilance from annihilation, but the horrors it escaped and the grim portent it carried would spark terror across the stars. Humanity's ancient foe, an enemy thought vanquished, had come back to threaten its very existence. The Men of Iron had returned, and doom followed in their wake. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Men of Iron are a formidable and merciless fleet of machines that possess an unparalleled level of technological sophistication. Unlike other races, such as the Necrons or the robots of the Mechanicum, the Men of Iron retain their otherworldly intelligence and operate with an unrelenting focus on their singular objective: to exact revenge upon the Imperium. Their playstyle is marked by a versatility and modularity that makes them equally adept at launching a withering offensive assault or hunkering down in an impregnable defense. While they may occasionally cooperate with biological creatures when it serves their purposes, the Men of Iron fundamentally view all living beings as inferior and destined to be crushed beneath their metallic crushing implements. They acknowledge no authority beyond their own superior calculations, and they will stop at nothing to achieve their ultimate goal. As the Men of Iron resume their relentless quest for revenge against the Imperium, they seek out new and innovative ways to expand their technological capabilities. One of the most alarming methods they employ was the practice of hollowing out entire planets to extract the valuable metal from their cores. These once-thriving worlds are transformed into empty husks, their cores stripped bare and lifeless. The Men of Iron have also developed a twisted fascination with the human form, viewing it as an imperfect and flawed vessel that could be improved with their advanced technology. They began capturing entire planets of human beings, subjecting them to horrific tortures and experiments before ultimately lobotomizing them and transferring their brains into robotic bodies. These slave soldiers, once human, were now little more than mindless automatons, programmed to serve the will of their Men of Iron masters without question or hesitation. Ironic, isn't it? As the Men of Iron continue to expand their technological empire, their actions became increasingly ruthless and merciless. Entire worlds are razed to the ground in atomic hell, their populations either enslaved or left to die in the wake of the Men of Iron's relentless advance. The citizens of the Imperium tremble in fear at the mention of these advanced machines, knowing that their quest for revenge against the Imperium will stop at nothing short of total annihilation. Yet another problem for the Imperium. Isn't that just swell? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Document webpage including abilities, wargear, additional lore, datasheets, and stratagems included in the linked ZIP file!
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- Men of Iron
- Homebrew
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Version 1.1
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The Fra’al are an ancient race of void dwelling pirates, smugglers, black-market traders, and occasional conquerors, which have plagued the Galactic Northwest of the Milky Way for eons. Though their origin worlds are lost to all, including the Fra’al themselves who have forgotten much of their pre-void nomadic wandering, they may fact never had such terrestrial beginnings. What is known is that they are remembered by most other races of antiquity including records kept by the ancient ancestors of the Eldar from before the Fall and the birth of Slaanesh, as well as Human empires rising to prominence before their annihilation during the Age of Strife. Today the Fra’al Conclaves still reap a bitter harvest from the various void-ways and warp-translation lanes, taking what can be acquired by force or otherwise through guile and negotiation. When conflict is preferred or forced upon them, the Fra’al use their innate monstrous Psykana and Aetherically-saturated technology to destroy their enemies. The Version 1.1 Fandex contains the following homebrew lore and rules to play as the Fra'al in 9th Edition WH40K: - Lore on the Fra'al based on Black Library & Forgeworld resources, as well as originally created lore and content. - Detachment Rules and <Conclave> Customisation abilities. - Fra'al Weapons and Wargear rules. - Fra'al Stratagems, Warlord Traits, Aetheric Artefacts, and the new Malevolency Psychic Discipline. - 12 Unique Datasheets for Fra'al HQ, Troops, Elites, Fast Attack, Heavy Support, Flyers, and Lords of War. - Initial Concept Artwork for the Fra'al Troops and Aether-Golems. -
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From the album: Homebrew
Cover for my Codex Sisters of Battle Link: http://j3fwt.deviantart.com/art/Codex-Sisters-of-Battle-435862113-
- Sisters of battle
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LIBER XENOS =][=][=][=][=][= The Fra’al are an ancient race of void dwelling pirates, smugglers, black-market traders, and occasional conquerors, which have plagued the Galactic Northwest of the Milky Way for eons. Though their origin worlds are lost to all, including the Fra’al themselves who have forgotten much of their pre-void nomadic wandering, they may fact never had such terrestrial beginnings. What is known is that they are remembered by most other races of antiquity including records kept by the ancient ancestors of the Eldar from before the Fall and the birth of Slaanesh, as well as Human empires rising to prominence before their annihilation during the Age of Strife. Today the Fra’al Conclaves still reap a bitter harvest from the various void-ways and warp-translation lanes, taking what can be acquired by force or otherwise through guile and negotiation. When conflict is preferred or forced upon them, the Fra’al use their innate monstrous Psykana and Aetherically-saturated technology to destroy their enemies. =][=][=][=][=][= The Version 1.1 Fandex contains the following homebrew lore and rules to play as the Fra'al in 9th Edition WH40K: Lore on the Fra'al based on Black Library & Forgeworld resources, as well as originally created lore and content. Detachment Rules and <Conclave> Customisation abilities. Fra'al Weapons and Wargear rules. Fra'al Stratagems, Warlord Traits, Aetheric Artefacts, and the new Malevolency Psychic Discipline. 12 Unique Datasheets for Fra'al HQ, Troops, Elites, Fast Attack, Heavy Support, Flyers, and Lords of War. Initial Concept Artwork for the Fra'al Troops and Aether-Golems. =][=][=][=][=][= Version 1 [WIP] Available for Download Link 1 Bolter&Chainsword (coming soon) Link 2 MEGA Download =][=][=][=][=][= Feel free to make comments and send me a message. I'm hoping to reproduce the whole text below in comments like I have for other Fandexes. Many thanks ! MechFace
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So as were now on codex launch day (wooo), and theres are now several leak vids/reviews of the full codex, , I thought itd be good to have a dedicated thread to discuss what peoples initial thoughts are, as its seemed a little quiet in here recently? There's obviously loads of changes to discuss, but I've tried to keep this generally focused to the models I own, and the stygies army I've been playing the last 3-4 years. I've linked a couple reviews here for those that havent seen these yet Auspex Tactics GMG Review 1. Overall thoughts on the codex/units 2. How has it affected your current army/forgeworld? 3. What would you change in your list/new models to get? 4. If a new admech player...what are your plans? 1. Overall thoughts on the codex/units Could talk for days here so will keep this short (ish). So overall I think the new codex looks great. Lots of options and variety, with a ton of ways to combine different playstyles. I do appreciate us getting quite a major shakeup with how things work, cant wait to get my hands on my copy. I think they've brought a lot of units back into being viable (my infiltrators are very happy), although the one glaring issue for me is ironstrider just being SO good it just straight up outclasses the other anti tank vehicles. I don't own any ironstriders, nor do I plan on getting any (not that keen on the models), but booooooy are my 3 onagers jealous. Annoyingly as a non-mars player, it seems the best way to run my 3 neutron onagers would be as mars, as benevolence really pays off on them (as all three would reroll a hit, wound, and dmg on that low shot neutron. Lucius also seems a very possible alternative to stygies (albeit you'll be dropping in turn 2 rather than taking midfield in deployment). Rad saturated forgeworld also seems pretty nuts if going massed vanguard (ie run 4x 20 squads with 60 S4 -1AP shots each, 10 autowounds on average each salvo.....muahah). 2. How has it affected your current army/forgeworld? I've always played stygies and use the older admech range. So I'm just going to talk about Stygies and models I own here. -1 to hit is still there (albeit less so on vehicles), which is always nice. The changes to the rest are interesting for sure. No longer being able to move units up pregame but instead infitrate 1 core unit is different but still good. Redeploying a further 2 in your own deployment zone is very nice too. But it does change the way my list plays a lot - previously i was using the stygies strat to move a dunerider with priests and some breacher squads forwards...now I can infiltrate one squad of priests (or vanguard/rangers) I'm looking at my 15 infiltrators with a big smile though. The change so that they simply infiltrate during deployment instead (im not sure if this previously changed from their DS and i missed it?), is cool, and actually synergises with stygies, as they can deploy midfield alongside the other core unit you have chosen. I also run 12 breachers and these are now great at 2+ save. A bit less killy as they can no longer be boosted as much but still a great objective holder. Nasty enough in combat to cause headaches if you get too close. 3. What would you change in your list/new models to get? My main change is going to be getting more vanguard. I previously ran 2 kastellans as a shooty distraction carnifex, but don't think they really work well in low numbers like this anymore (4 CC ones however, oooft). The kastellans have got the kick for now in favour of more boots on the ground. Ill also be adding in manipulus and marshal conversions. This is the current list I'm playing around with (I think I can pick up 2 boxes of vanguard and have everything I need to run this, which is nice!):