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Rules Changes in LACAL


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Storm Eagles can take them too. So they will have a nice use after unloading passengers.

Especially with the Angel's Wrath RoW that gives them Strafing Run.

Although they can take Lascannons instead which may be slightly better, if a more expensive option.

 

+++ Just noticed Terminus said the same thing earlier so ignore this haha +++

I asked on their FB page if they intend to add Inertial Guidance to the 40k Dreadclaw, and the answer was "we may do a FAQ for IA:13 stuff in the future, but for now the answer is no."

 

So I told 'em I'd just house rule it with Inertial Guidance to save them the trouble. ;)

Hey, technically the Sons of Horus get access to Dreadclaws that don't have inertial guidance. By the 41st millennium, only the Black Legion's old rustbuckets are still operational. :D 

 

Joking aside, it's totally worth the 15 points upgrade if only making the deep strike flame blaze that must more effective (since you can land super close to infantry and not risk mishap).

Hey, technically the Sons of Horus get access to Dreadclaws that don't have inertial guidance. By the 41st millennium, only the Black Legion's old rustbuckets are still operational. biggrin.png

Joking aside, it's totally worth the 15 points upgrade if only making the deep strike flame blaze that must more effective (since you can land super close to infantry and not risk mishap).

OH!

I totally understand why Inertial Guidance is such a big deal. Can you tell I never use dreadclaws? :lol:

I'm actually really stoked by the command squad changes. The points drop really makes them an attractive option if you can find a niche for them. They're geared for close combat instead of shooting, but I definitely plan to add a few to my VisV Strike Force!

I'm actually really stoked by the command squad changes. The points drop really makes them an attractive option if you can find a niche for them. They're geared for close combat instead of shooting, but I definitely plan to add a few to my VisV Strike Force!

I played  with a Dark Angels Command Squad  on Jetbikes tooled out for Close combat over the weekend. Very effective unit, though you are right , acid heavy bolts tend to push them over the top for shooting so I  wont comment about that ( how you doin)  

 

In close combat they were very solid. I did get scolded for putting "all those points" into an HQ choice but I feel like if you arent runnin yer praetor / hq with a special unit or a termi unit they work pretty well . 

I do like the Sabres, striking first and striking better with rending is pretty nice! DA can probably get some work in there too, their Legion rules and sabre initiative making a mockery of even WS/I 6 dudes with a stasis grenade.

 

Jump packs being 15pts per dude is weak sauce though... Even Jetbikes are a little expensive at 35 each I feel when they already have a 2+ save.

^Also b/c the banner guy has 2 wounds and is more likely to survive to use it biggrin.png

Typically I kinda avoid the charnabal sabers, but I think the charging WE command squad actually has enough attacks between them to warrant the points investment.

I've had good success with combat shields and power axes. Makes them like a budget Tartaros terminator squad, but WS5, 3 attacks base, and fearless. If I wanted to spend more I'd probably go for bikes since you already have that sweet 2+ save. T5 is cool, but then again, you could use those points to buy more bodies. Could go either way I guess.

 

The real question is- how do you get them anywhere? A squad of 5 can't really attach to anything and they're aren't expensive enough to invest in a land raider. Dreadclaws or bikes maybe? I've run mine in rhinos, but they are more a counter charge unit that way.

Even before the points drop I was looking at the command squad as escort for Vulkan in a Dreadclaw. If you're doing a Drop Pod based army they are invaluable because you can't put your Primarch/Praetor in with Terminators like you would in a Spartan based army.

 

The downside is that unlike most Terminators they aren't scoring, so I was wondering if I would be better off going for a more fragile but scoring Veteran Tactical Squad tooled up for combat.

 

I'm looking at converting them from Pyroclasts, should look pretty sweet.

Hey chaps! A couple days back I finished a much belated, but intensely detailed cross-check of the new army book.

 

I was stunned by how extensive the changes were. There are new problems, but so many great changes - like the much refreshed Malcador, sneaky cost changes everywhere and omg the new Cortex Controller. O.M.G. Thallax? Thallax... everywhere!

 

Crusade & Heresy - Legiones Astartes Age of Darkness Army List - rules changes

 

For convenience, here it is in spoilers:

 

 

 

*Only changes after book six are considered, so if it changed in there but didn’t again here, it won’t be listed*

-----

Army list name changed from ‘Crusade Army List’ to ‘Age of Darkness Army List’

 

Age of Darkness game rules

- More or less the whole section has had a freshening up, but actual changes are below:

- Updated ‘Psychic Powers in the Age of Darkness’ box-out (on Librarian Consul) state that Traitor Word Bearers can use Malefic Daemonology powers.

- The prevention of units Falling Back counting as scoring has been removed, but is mildly contradicted in the Denial Units rules /:-|

- Optional Destroyer Weapon rules removed

- Lords of War rules clarifies which units you can take (and in all cases removes mention of Apocalypse Datasheets): Engines of Destruction specifies Titans and an optional list, War Machine Detachment specifies Knights and the optional list. Added ‘Mighty Fortification’ as a new LoW option, which prevents large costly D-weapon armed Fortifications being added through the Fortifications Detachment.

- Lots of clarification of army-composition; Stronghold Assault is totes legit, anything such as Unbound, etc is completely ignored and overruled.

 

Warlord Traits

- New text bubble outlining Limitations on who can be Warlord (such as multiple units who must be Warlords and so forth).

 

Praetor

- Tartaros Armour specified along with other types in wargear

- Extensively re-written entry on ‘Master of the Legion’, providing clarity of purpose/use

 

Centurion

- Tartaros Armour specified along with other types in wargear

- ‘Consul’ rule now called ‘Legion Consuls’. ‘Support Officer’ rule now called ‘Legion Support Officer’

 

Legion Consuls

- All Consul names modified for uniformity: ‘Legion <type> Consul’

- New fluff paragraphs for each type

- Legion Champion lost Precision Strike (previously gained in 7th ed FAQ, but this book is newer)

- Primus Medicae is +10pts and has new restrictions on several melee weapons

- Chaplain causes Fear

- Vigilator Sabotage always works- Moritat Chain Fire hits max out at twelve (total hits across both pistols) Template weapons don’t use Chain Fire.

 

Damocles Command Rhino

- Extra Armour reduced by -5pts

- Auxiliary Drive reduced by -5pts

 

Legion Command Squad

- Starting unit cost reduced by -25pts

- Tartaros Armour specified along with other types in wargear

- Additional models cost reduced by -5pts

- Lost Dreadclaw Drop Pod as a Dedicated Transport

 

Legion Veteran Tactical Squad

- Starting unit cost reduced by -25pts

- Additional models cost reduced by -3pts

- All models may now have combi-weapons

- Veteran Tactics overhauled with new special rules, effects and bonuses

 

Legion Destroyer Squad

- No changes

 

Legion Terminator Squad

- Tartaros Armour specified along with other types in wargear

 

Techmarine Covenant

- Cost/Techmarine reduced by -10pts

- Servo-automata gained new weapon options: Heavy bolter, Multi-melta & missile launcher

- Servo-automata Rotor cannon is reduced by -5pts

- The ‘automata’s missile launchers can have rad missiles if the Techmarine has rad grenades!

 

Apothecarion Detachment

- No longer has a list of squads they can join, instead is now just Legiones Astartes ‘Infantry’

- Gained options for Jump pack & Space marine bike (no jetbike, sorry)

- Said new wargear changes which units they can join

 

Legion Dreadnought Talon

- Extra armour & Hunter killer missiles both reduced by -5pts

 

Contemptor Dreadnought Talon

- Lost the single Culverin option for its second arm

- Extra armour reduced by -5pts

 

Legion Rapier Weapons Battery- Both entries merged into one.

 

Legion Mortis Dreadnought

- Extra armour & Hunter killer missiles both reduced by -5pts

- Helical Targeting Array rule expanded and clarified

 

Contemptor-Mortis Dreadnought

- Extra armour reduced by -5pts

- Helical Targeting Array rule expanded and clarified

 

Contemptor-Cortus Class Dreadnought Talon

- Extra armour reduced by -5pts

 

Legion Tactical Squad

- Starting unit cost reduced by -25pts

 

Legion Assault Squad

- Starting unit cost reduced by -75pts

- Additional models cost reduced by -2pts

 

Legion Breacher Siege Squad

- Starting unit cost reduced by -25pts

- Additional models cost increased(!!!) by +5pts

 

Legion Tactical Support Squad

- Rotor cannon & Volkite Charger reduced by -5pts

 

Legion Reconnaissance Squad

- Starting unit cost reduced by -25pts

 

Legion Rhino Armoured Carrier

- Extra armour & Hunter killer missiles both reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy-flamer all reduced by -5pts

- Gained a Multi-melta as a pintle-mount option

 

Legion Drop Pod

- Drop Pod Assault has a short new paragraph clarifying differing versions of the rule across different pods

 

Legion Dreadnought Drop Pod

- Unit cost increased by +35pts- Burning Retros rule reformatted and many additional clarifications included

 

Legion Seeker Squad

- Starting unit cost reduced by -20pts

- Additional models cost increased(!!!) by +5pts

- Sergeant gained the option for a single Lightning claw

 

Legion Outrider Squad

- No changes

 

Legion Attack Bike Squadron

- No changes

 

Legion Jetbike Sky Hunter Squadron

- No changes

 

Primaris-Lightning Strike Fighter

- Sunfury & Kraken penetrator heavy missiles increased by +10pts

- Phosphex bomb cluster & electromagnetic storm charges reduced by -10pts

- Lost Missile Barrage special rule

- Phosphex bombs cluster lost Bomb Cluster special rule (lol)

 

Legion Tarantula Sentry Gun Battery

- Unit cost increased by +5pts/gun

- Lost Forward Deployment upgrade… which is odd as it is still listed in its rules box

- Firing Modes rule removed and Targeting rule expanded, but still references the Firing Modes

- Heat Seeker special rule completely changed from affecting Jink Saves to something similar to Preferred Enemy

 

Anvillus Pattern Dreadclaw Drop Pod

- Unit cost increased by +15pts

- Transport capacity now lists specific Dreadnoughts it can carry

- Has ‘Inertial Guidance System’ in its special rules box, but it is not listed in its special rules

 

Legion Land Speeder Squadron

- Unit cost reduced by -10pts per model

- Hunter killer missiles reduced by -5pts

 

Legion Storm Eagle Assault Gunship

- Extra armour reduced by -5pts

 

Xiphon Pattern Interceptor

- No changes

 

Legion Javelin Attack Speeder Squadron

- Unit cost reduced by -20pts per model!

- Gained Strafing Run and ‘Grav-backwash’ (which makes it harder to hit in assault) special rules

 

Legion Jetbike Sky Slayer Support Squadron (New unit)

- Similar to Sky Hunters, but all with the same heavy weapon, starting with multi-meltas

 

Deathstorm Drop Pod

- Can now only target closest unit in turns after the one it lands in

- Inertial guidance suffers from dodgy copy pasting

 

Legion Heavy Support Squad

- Sergeant gained the option for a single Lightning claw

 

Legion Predator Strike Squadron

- Executioner plasma destroyer increased by +20pts

- Heavy conversion beamer reduced by -5pts

- Extra armour & Hunter killer missiles both reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy flamer pintle weapons reduced by -5pts

- Gained multi-melta pintle upgrade

- [squadron] Command Tank increased by +10pts (see rules later) and restricted to use in 3-tank squadrons

 

Legion Land Raider Battle Squadron

- Phobos cost reduced by -25pts

- Proteus cost reduced by -20pts

- Achilles cost reduced by -25pts

- Extra armour & Hunter killer missiles both reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy flamer pintle weapons reduced by -5pts

- [squadron] Command Tank increased by +10pts

- Proteus gained option for hull-mounted twin lascannons

- Achilles gained options for the new quad launcher shells

 

Legion Fire Raptor Gunship

- No changes

 

Achilles-Alpha Pattern Land Raider

- Gained options for the new quad launcher shells

 

0-1 Legion Artillery Tank Squadron

- Extra armour & Hunter killer missiles both reduced by -5pts

- Gained Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options

- [squadron] Command Tank increased by +10pts and restricted to use in 3-tank squadrons

 

Legion Vindicator Siege Tank Squadron

- Now fully replaces single Vindicator

- Extra armour & Hunter killer missiles both reduced by -5pts

- Combi-weapon & Heavy bolter pintle weapons reduced by -5pts

- Gained multi-melta pintle upgrade

 

Legion Spartan Assault Tank

- Unit cost increased by +10pts

- Hunter killer missile reduced by -5pts

- Flare Shield increased by +20pts

- Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts

 

Legion Caestus Assault Ram- No changes

 

Sicaran Venator Tank Destroyer

- Hunter killer missile reduced by -5pts

- Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options

 

Legion Sicaran Battle Tank

- Unit cost increased by +30pts

- Hunter killer missile reduced by -5pts

- Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options

 

Legion Kharybdis Assault Claw

- Unit cost reduced by +25pts

 

Leviathan Pattern Siege Dreadnought Talon

- No changes

 

Deredeo Pattern Dreadnought

- Gained ‘Arachnus pattern heavy lascannon battery’ as a weapons system

- Helical Targeting Array rule expanded and clarified

 

Legion Whirlwind Scorpius

- Extra armour & Hunter killer missiles both reduced by -5pts

- Gained Twin-bolter, Combi-weapon, Heavy bolter, Heavy flamer, Multi-melta & Havoc launcher pintle weapon options

 

Legion Malcador Assault Tank

- Now a Heavy Support choice (and a squadron of 1-3, too!)

- Unit cost reduced by -25pts/tank

- Gained +1BS (ie Space Marine crew, which is removed as an option)

- Gained +1AV on the front(!)

- Lost Fast

- Gained a new special rule: Sub-atomantic Reactor; Less Thunderblitz, less explodiness

- Starts with sponson heavy bolters instead of heavy stubbers

- Starts with a hull heavy bolter instead of an autocannon

- Gained Heavy flamer, Autocannon & Lascannon as hull weapon options

- Hull Demolisher cannon increased by +10pts

- Sponson Heavy flamers, Autocannon & Lascannon upgrades reduced by -10, -10 & -25pts respectively

- Gained Dozer blade, Mine plough & Auxiliary drive as upgrade options

- Lost Hunter-killer missile from upgrades

- Flare shield increased by +10pts

- Gained Heavy bolter, Multi-melta & Havoc launcher pintle weapon options

- Lost Heavy stubber pintle option

- Combi-weapon & Heavy flamer pintle weapons reduced by -5pts

- [squadron] Command Tank increased by +10pts and restricted to use in 3-tank squadrons

 

Legion Cerberus Heavy Tank Destroyer

- Hunter killer missiles reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts

- Feedback not as dangerous; causing 1 HP instead of a Penetrating Hit, but also triggers on failing to wound something with a Toughness value

 

Legion Typhon Heavy Siege Tank

- Unit cost increased by +45pts

- Hunter killer missiles reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts

 

Legion Falchion Super-heavy Tank Destroyer

- Unit cost increased by +20pts

- Hunter killer missiles reduced by -5pts

- Gained a new upgrade, ‘Neutron wave capacitor’, which gives it the Shock Pulse and Feedback special rules

*note that the pintle weapons are not reduced in points on this tank

 

Legion Stormblade Super-heavy Tank

- Hunter killer missiles reduced by -5pts

- Combi-weapon, Heavy bolter & Heavy flamer & multi-melta pintle weapons reduced by -5pts

 

Legion Fellblade Super-heavy Tank

- Hunter killer missiles reduced by -5pts

*note that the pintle weapons are not reduced in points on this tank

 

Legion Glaive Super-heavy Special Weapons Tank

- Hunter killer missiles reduced by -5pts

 

Legion Thunderhawk Transporter

- Unit cost decreased by -55pts

 

Legion Thunderhawk Gunship

- Turbo-laser destructor increased by +70pts

 

Legion Mastodon Heavy Assault Transport

- No changes

 

Sokar Pattern Stormbird

- Gained an option to swap its twin-lascannons for quad-heavy bolters

 

Imperial Primus Redoubt (New unit, well officially now)

- Mounting point lost options for: twin-linked heavy flamer, multi-melta & searchlight, Icarus lascannon, Quad gun, Battle cannon & Icarus quad lascannon

- Battlements now only have one mounting point, but gained options for: heavy flamer, multi-melta & lascannon

- Force Dome rule clarified to include units units on it

- Battle Crew rule removed

- Limited to use in games of 2500pts or more. Note also that due to the changes in the Age of Darkness rules regarding larger and powerful fortifications, that the Primus Redoubt can now only be taken as a Lords of War choice.

 

Imperial Castellum Stronghold

- No changes

 

Rites of War:

- New fluff paragraphs for the original four Rites

 

Orbital Assault

- Whole Talons of Legion Dreadnoughts & Contemptors may now buy pods, and both types of dreadnoughts can take either Dreadnought Pods or Dreadclaws

- Deathstorm Pods can be taken as Fast Attack choices

 

Armoured Spearhead

- No changes

 

Angel’s Wrath

- Storm Eagles & Fire Raptors gain Strafing Run (!!!)

 

Pride of the Legion

- The majority of the units in the army must now have the Legiones Astartes special rule

Armoured Breakthrough

- The ‘[Company] Command Tank’ from the ‘Master of Armour’ effect now comes with Master of the Legion for the purposes of this Rite only

- Additionally, it does not have to be the army's Warlord

- If it is the Warlord, it comes with the Super-heavy Command Tank upgrade instead of the regular one (which would have no effect on a long tank - see rules later)

 

Primarch’s Chosen

- No changes

 

Brethren of Iron

- No changes

 

Fury of the Ancients

- No changes

 

Outcast Sons

- No changes

 

Sky Hunter Phalanx

- No changes

 

Orphans of Betrayal

- No changes

 

Drop Assault Vanguard

- No changes

 

Legion Recon Company

- No changes

 

Zone Mortalis Assault Force

- No changes

 

Sacrificial Offering

- ‘Circling the Trap’ effect now forces all units to begin the game in Reserve (reiterating one of the limitations for clarity)

 

Legion-specific Rites of War:

The Long March- No changes

Creeping Death- No changes

The Crimson Path- No changes

3rd Company Elite- No changes

Last of the Serrated Sun- No changes

Horror Cult- No changes

The Ironfire- No changes

Headhunter Leviathal- No changes

Hammerfall Strike Force- No changes

Vigil Opertii Mission- No changes

Company of Bitter Iron- No changes

Liberation Force- No changes

The Awakening Fire- No changes

 

Special Rules (only items with changes listed)

- ‘Squadron Command Tank’ replaces the old ‘Command Tank’ special rule. It provides resilience and shooting bonuses to squadrons

- The old ‘Command Tank’ rule now seems to be ‘Super-heavy Command Tank’, which only a small number of units have access to

- Heat Seeker changed (see Tarantula)

- Feedback changed (see Cerberus)

 

Wargear (only items with changes listed)

- Frag Assault Launchers has had the rules regarding walkers equipped with them removed, despite them still being able to take them. Good job FW, I look forward to using them when I dismount infantry from my Dreadnought…

- Cortex Controller has some major changes regarding the units you can field as optional 0-1 heavy support!

1- You can now take 1x 0-1 unit for EACH Cortex Controller in your army

2- You can now take Vorax in addition to the Castellax

3- Thallax don’t have restrictions on Augments

4- Thallax can still take their Triaros!

- The Mine Plough has had the rules regarding the ploughing of mines in special missions removed :-/

- Scorpius rounds for Seeker marines’ bolters gained +1 Str, the AP of a Lascannon and lost Rending (which it no longer needs, really)

- Hellstrike missiles now ‘Heavy 1, Sunder’ instead of ‘Ordnance 1’

 

 

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