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5 minutes ago, Urauloth said:

I might just have missed it in the thread, but what do veterans look like right now? I know they're split into tac and assault varieties, but that's all.

2W and 2A, with lots of weapon options. They're a neat way of creating 'Codex-style' Space Marines, with one heavy and one special weapon; though they're also more flexible than that.

 

I'm very pleased with them, because I think they're great rules for 'truescale/movie marines' when fighting things like Solar Auxilia. Gives them a bit more beef and keeps the numbers low.

On 7/20/2025 at 6:07 PM, TheTrans said:

How do we have so many extra words in the rulebook and are still arguing RAW/RAI/Generally :cuss: ruleswriting....

 

There is a reason why case law is a thing. No matter how dense the rules are, something is going to come down to interpretation. And then the interpretation will become the accepted definition of the rules, eventually.

3 hours ago, phandaal said:

 

There is a reason why case law is a thing. No matter how dense the rules are, something is going to come down to interpretation. And then the interpretation will become the accepted definition of the rules, eventually.

It is a thing. It's also the reason I didn't do a law degree after my A-Levels. Bringing it into games is deeply frustrating.

3 hours ago, phandaal said:

 

There is a reason why case law is a thing. No matter how dense the rules are, something is going to come down to interpretation. And then the interpretation will become the accepted definition of the rules, eventually.

 

2 minutes ago, 01RTB01 said:

It is a thing. It's also the reason I didn't do a law degree after my A-Levels. Bringing it into games is deeply frustrating.

And all this is why Designer Commentaries are a gold standard for a rule set.

On 7/21/2025 at 12:21 AM, JeffJedi said:

While I wait for the new box and books, does anyone know what bayonets and chain bayonets do?

Look cool............... What more do you need!

 

Oh! Rules wise - Don't know.......... May as well check back in two and a half years when they come to mug us off again.

9 hours ago, apologist said:

I'll agree with overcomplicated, but thematically I think it makes a lot more sense that a field apothecary can triage small arms wounds, but is at a loss when his comrades are hit with tank busters!

 

That's maybe right for humans, but not space marines. Their larraman organ effectively clots blood and wounds immediately, marines can fight on with limbs blown off etc - the apocs would be stabilising the ones whose redundant and protective organs have been overcome, i.e. anti tank rounds. 

28 minutes ago, Xenith said:

That's maybe right for humans, but not space marines. Their larraman organ effectively clots blood and wounds immediately, marines can fight on with limbs blown off etc

I figured that was part of being T4?

2 minutes ago, jaxom said:

I figured that was part of being T4?

Trying to capture that in mechanics is something the game always struggled with. I think 40k nailed it best by making them 2 wounds, but that wouldn't work so well for 30k.

9 hours ago, Stitch5000 said:

Justaerin are Elites and need to be taken in an Army Vanguard Detachment (unlocked by a High Command Choice (Praetor Grade). 
Reavers are Heavy Assault, unlocked by the Shock Assault Auxiliary Detachment, unlocked by a Command Choice (Centurion Grade).

Ok thank you. Glad to be wrong on. My first thought was oh boy. But still upset at the terror squads and loadouts.

5 minutes ago, Marshal Rohr said:

Apothecaries were changed because 20 guys with a 3+ Save and then a FNP was becoming too good to pass up, so they got realigned into an actual will they/wont they support slot with a reaction cost. 

Honestly my only issue with them is that it's a reaction to do the thing.

13 minutes ago, BitsHammer said:

Honestly my only issue with them is that it's a reaction to do the thing.

Their main job is now clearing statuses. I think the reaction is there more as a fun option. No one is going to waste a reaction to save three tacticals or whatever. A Phalanx Warder squad, for example, can now clear the Pinned status with the nuncio vox or apothecary and will very rarely pay any penalty for doing shield wall. 

Edited by Marshal Rohr

The more I reflect on the importance of statuses, the more excited I get about the revamped Hereticus EC rules. Stupify feels like it is going to have some serious utility in 3.0.

 

Can someone explain the Impact (X) rule to me please? As I understand it, on a successful charge any characteristic on the model or weapon with value (X) will be increased by 1 for that assault phase. So would a Raptor for example with Fear (1) and a Chainglaive: Strength +1 and Dmg 1, have each of those (1) values increased by 1?

5 hours ago, Marshal Rohr said:

Their main job is now clearing statuses. I think the reaction is there more as a fun option. No one is going to waste a reaction to save three tacticals or whatever. A Phalanx Warder squad, for example, can now clear the Pinned status with the nuncio vox or apothecary and will very rarely pay any penalty for doing shield wall. 

Ultramarines will

20 hours ago, Mandragola said:

I think this is right and probably applies to a lot of 3rd edition. They've used too many words and maybe not enough pictures to describe things that actually aren't all that complicated. Once you do understand them, actually using these rules might not be all that bad.

It’s funny, because I’ve always, by and large, been in the camp of “GW actually don’t make bad rules, people just need to use common sense and remember that the spirit of the rules is what’s important” and I’ve always accepted that in a game of this magnitude there’d be a typo here or there and some edge cases, where you’d need to just suss it out at the table, but now I’m at a point where that doesn’t work because the writing is all shot to hell.

 

I’m not having a go at you (and I appreciate that you’re putting in a lot of work to help people understand this abomination), but I just don’t think that “the rules might not be that bad, once you’ve deciphered them” is good enough for a game that’s supposed to be fun and thematic. Actually I don’t think it’s good enough for any game that’s supposed to be a finished product.

2 hours ago, Scruffy_Mcbuffy said:

Can someone explain the Impact (X) rule to me please? As I understand it, on a successful charge any characteristic on the model or weapon with value (X) will be increased by 1 for that assault phase. So would a Raptor for example with Fear (1) and a Chainglaive: Strength +1 and Dmg 1, have each of those (1) values increased by 1?

Impact (X) refers to a specific Characteristic... S (Strength), A (Attacks) or I (Initiative) which does sometimes look like a 1 because of the typeface.

That is the Characteristic that is increased on the charge, not all characteristics that are equal to X. :) 

6 hours ago, OttoVonAwesome said:

Ultramarines will

Yes, the initial feeling of meh at the ability to reduce reactions has rapidly shifted as people break through the core rules and realize how much of the game is locked behind reaction points and statuses. 

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