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 new marines

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truliduli
greengoffik
Waadzefeuk
Killer Tongue
xiàlyiung
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kubiak
frère Henri
Raskace
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froutos
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boublik
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AuteurMessage
boublik
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boublik


Nombre de messages : 6617
Age : 52
Localisation : à la citée des warriors
Date d'inscription : 24/07/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeSam 17 Aoû - 10:35

sur warfo a écrit:
Bonjour,

Il y a une petite rumeur sur Warseer sur le sortie groupée de suppléments armagedon ( retour en arrière?)
Il y aurait plusieurs suppléments
- sur les salamenders avec des termis spéciaux
- sur le kulte de la vitesse
- sur la légion d acier
- sur la bande à gaz ghull
- sur les scenars

Bien à vous.
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boublik
Porte étendard du chapitre
boublik


Nombre de messages : 6617
Age : 52
Localisation : à la citée des warriors
Date d'inscription : 24/07/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeSam 17 Aoû - 10:40

greengoffik a écrit:
T'inquiètes Pascal tu n'y perd pas au change. Oh oui la Ramonwing...
j’arrête pas de lui dire.......va voir ça pascal comme a insinué greengo : blog de franssoué
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boublik
Porte étendard du chapitre
boublik


Nombre de messages : 6617
Age : 52
Localisation : à la citée des warriors
Date d'inscription : 24/07/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 18:13

sur warfo a écrit:
Codex Information
Author: Robin Cruddace
State: Awaiting September Release


General Information
176 Pages
Cover features Sicarius
Less Ultramarine-centric (more chapters in the spotlight and then allowing for a proper expansion on the Ultramarines in a supplement)
7 different Limited Editions, priced at $115 USD (regular edition is rumored to be $58 USD)
Black Templars moved back into the codex. Confirmed
Black Templars get special mention in the White Dwarf by Robin Cruddace on why they were moved, and are the Battle Report army vs CSM/Daemons Confirmed
Black Templars are featured as one of the Limited Edition books Confirmed:


Space Marine Strikeforce $220 USD - 39 models


New Codex Rules
New codex focus is on synergies between units
Graviton Weapons are being brought into standard 40k Confirmed
Black Templars are in the codex. They retain unique access to the Emperor's Champion and Crusader Squads, their allies chart options and can take any option in the codex apart from Librarians. Their Chapter Tactic replaces Vows.


Chapter Tactics: (These still work even if the Space Marines are allied to another army, and, unless otherwise stated, apply to all models in the detachment)


No Chapter Tactics provide Fearless or Stubborn to the army.


Ultramarines: (May no longer elect to fall back from combat) Choose one of the following Doctrines: Tactical, Assault, or Devastator. The Tactical detachment re-roll ones while shooting, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase. The Assault detachment re-rolls charges, unless they're assault squads, bikes, or attack bikes who get fleet. The Devastator detachment get to re-rolls on snap shots and overwatch shots, unless they're Devastators and they gain relentless as long as they're not disembarking from a transport in the movement phase


Imperial Fists: Bolter Drill, which allows them to re-roll any 1s with all Bolter weapons listed on page 56 of the codex (it does not work with Sternguard special rounds), additionally all Devastators and Centurion Devastators gain the Tank Hunters special rules and add a +1 to all rolls to damage buildings.


White Scars: +1 to jink save, auto pass on dangerous terrain, +1 to Hammer of Wrath attacks, Hit and Run on all units, except for Terminators and Centurions (both types).


Raven Guard: Stealth USR and the ability to use their jump packs in the movement and assault phase.


Iron Hands: Army wide 6+ Feel No Pain and It Will Not Die for vehicles and characters . Techmarines and Master of the Forge also get a +1 on their Blessing of the Omnissiah rolls


Salamanders: Re-roll any failed armor saves from flame based weapons, also with their flame weapons they get to re-roll any failed wounds or armor penetration that fail to cause a penetration or glancing hit. Additionally any character gets to master craft one weapon for free.


Black Templars: Crusaders (gives Adamantium Will and Crusader USRs) and Accept All Challenges, no Matter the Cost (Characters gain Rending and Re-roll To-hit Rolls in challenges).


Second Founding or Later Chapters: Use the rule of your Parent chapter.


Unknown Founding or Homebrew: Pick one.


Chapter Tactics can only be mixed by allying in a separate chapter (this implies a new rule allowing the codex to ally to itself).


Wargear:
Graviton Pistol: 12", S*, AP2, Concussive
Graviton Gun: 18", S*, AP2, Salvo 2/3, Concussive
Graviton Cannon: 24", S*, AP2, Salvo 3/5, Concussive
Grav-Amp: Re-Roll Wounds and Armor Penetration rolls with Grav-weapons
*Graviton weapons always wound on the same number as the target's armor save (example: against a Marine it's a 3+, against a Gaunt it's a 6+), against vehicles on a 1-5 it does nothing, on a 6+ it automatically Immobilizes the vehicle and removes 1 hull point. Rules are not yet clear how this applies to models without armor saves.
Graviton Pistols are available to almost any model that can take a pistol
Graviton Guns are a Special Weapon
Graviton Cannons are only available to Devastator Centurions
Flak Missiles available for +10 points
Auxiliary Grenade Launcher: 24" Rapid Fire
Chapter Relics include 2 swords, 1 Bolter, 1 set of armor, 1 Storm Shield, 1 banner.
Warlord Traits: 1 chart shared between all chapters.


HQ
Models:
New Captain Model Confirmed $30 USD - Plastic Clampack
New Librarian Model Confirmed $30 USD - Plastic Clampack
New Chaplain Model Confirmed $30 USD - Plastic Clampack
Reclusiam Command Squad 5 Man $90 USD - 5 Model Command Squad, Razorback, and Chaplain


Rules:
Special Characters are no longer required to run a specific chapter. Some Special Characters provide bonuses to units from their specific chapter though.


Characters from chapters can only be chosen by those specific chapters. For example: an army with the Chapter Tactics (Imperial Fists) can not take Forge Father Vulcan He'stan as part of the main detachment. Characters can still be shared through the use of allying one chapter to another, however.


No Characters give Fearless or Stubborn to the army.


Captain Cato Sicarius:
15 point reduction in cost.
+1 to Reserve Rolls
No longer Seizes the Initiative on a 5+


Chaplain Cassius:
5 point increase in cost.
Gained Zealot USR (?)


Chief Librarian Tigurius:
65 point decrease
Mastery Level 3
Knows all disciplines
He can re-roll his dice when determining his psychic powers
He can re-roll reserves(even successful ones)
Helm of Hellfire is a psychic hood
He can re-roll failed psychic test
Statline is unchange


Forge Father Vulcan He'stan:
No change in points
Gives Meltas in the Salamander army Twin-Link.


Kor'ssaro Khan:
35 points cheaper
Moondrakkan 20 points cheaper
Bikes and Dedicated Transports in a White Scars detachment have the Scout USR
His bike does D3 Hammer of Wrath hits.


Lysander:
Increased cost by +30 points
Still retains Eternal Warrior
No longer has Bolter Drill instead allows all units in 12" with Chapter Tactics (IF) re-roll on morale and pinning test
Same statline


Marneus Calgar:
Rolls for 3 Warlord traits (re-rolls duplicates) and keeps all three
Terminator Armor now allows him to Sweeping Advance
25 points more expensive than his current incarnation
may take his Terminator Armor for 10 points
It still has a Teleport Homer.


Pedro Kanto:
10 point increase.
Makes Sternguard Scoring,
Uses Chapter Tactics (Imperial Fists)
Retains 12" +1A Bubble
Has 4 Attacks, 4 Wounds


Shadow Captain Kayvaan Shrike: Can only infiltrate with jump infantry


Chapter Master:
Has 4 Wounds and 4 Attacks,
Still has Orbital Bombardment


Captains:
Replace Black Templar Marshalls (and to an extent Castellans) for Black Templars
10 point decrease base
1 Bike squad of at least 5 models (of which one may be an attack bike) may be taken as a troops choice per Captain on a bike in your army.
No other real changes.
Chaplains: Has 2 Wounds, 2 Attacks and the Zealot USR.


Librarians:
No longer have codex powers, but retain same disciplines in rulebook.
Only unit not available to Black Templars
Mastery Level 1 cost 25 points less
Mastery Level 2 is a 25 point upgrade
Can only get Invunerable Saves through the Relics (one is stated to give a 6++) or Terminator Armor


Master of the Forge:
Still the "shooty" HQ option.
Only access to an Invulnerable save is through Chapter Relics.


Helbrecht:
Once per game gives Hatred and Fleet in the Assault phase. It only works on units with Chapter Tactics (Black Templars),
Can take an Honor Guard (he's a Chapter Master)
Does not get Orbital Bombardment.
W4, A4 like the generic Chapter Master
Grimaldus:
Has the Zealot and the "It Will Not Die" USRs.
Units within 6" of the servitors get a 6++ invulnerable save.
He has 3 Wounds and 3 Attacks.


Emperor's Champion:
Combat Tactics (Black Templar) exclusive
Sword is AP2 (at Initiative), Master Crafted
Has 2 "stances", one gives +2 Strength (counts-as 2 handed), the other gives Rending
Always has a 2+/4++
Does not take up a FOC slot.
May be the army's Warlord


Command Squad:
May still take bikes.
No option for Jump Packs
No option for Terminator Armor


Honor Guard:
Honor Guard cost 10 points less per model
Retain Power Weapons, Bolter, Bolt Pistol, Artificer Armor, Frag and Krak Grenades
No change to Champion, just points decrease
No listed option for Invulnerable save
Can not take Jump Packs


Elites
Models:
New Sternguard Kit Confirmed $50 USD - 5 Model Plastic Box
New Vanguard Veterans Kit Confirmed $50 USD - 5 Model Plastic Box
Assault Centurions Confirmed $78 USD - 3 Model box shared with Devastator Centurions


Rules:
Legion of the Damned:
All weapons ignore cover
5 points less a model


Sternguard Veterans:
Special Ammunition is unchanged.
Sternguard went down 3 points a model.


Vanguard Veterans:
Heroic Intervention no longer allows the unit to charge from Deep Strike.
New Heroic Intervention: No penalty for disordered charges and Sgt auto passes initiative check for Glorious Intervention.
1 point cheaper per model
Jump Packs cost 3 points per model
Now Elites


Assault Centurions:
Models come with Siege Drills, twin-linked flamers and Ironclad assault launchers.
Siege Drills are S9, AP2, Armourbane, Specialist Weapon and strike at Initiative.
Flamers can be traded for Meltas
Assault Launcher can be traded Hurricane Bolters.
They also have the following Special Rules: Slow and Purposeful, Decimator Protocols (Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and ATSKNF.
They can purchase an Omniscope which gives the Night Fight and Split Fire special rules.
They can purchase a Land Raider as a dedicated transport.
They do not have an Invunerable save.
The Assault Centurion statline is as follows: WS4 / BS4 / S5 / T5 / W2 / I4 / A1 / Ld8 / Sv2+
The Assualt Centurion Sergent statline is: WS4 / BS4 / S5 / T5 / W2 / I4 / A2 / Ld9 / Sv2+
Centurions gain +1 Attack for having 2 Specialist Weapons in close combat.


All Dreadnoughts:
"Basically the same"
Assault Terminators:
Thunderhammer/Stormshield Terminators now cost +5 points each to upgrade
Points cost unchanged.


Terminators:
Heavy Flamer went up in points, while Assault Cannon and Cyclone Missile Launcher got the same points decrease.
No new wargear options.
Points cost for Terminators unchanged.


Troops
Models:
New Tactical Squad Box (with Graviton Pistol and Graviton Gun options in addition to everything else). Confirmed $40 USD - 10 model Plastic Box


Rules:
Tactical Squads:
Tactical Marines cost 2 points less each.
Tactical Squads are similiar to the DA version, and the Marines now cost 2 points less each.
Tactical Squads may not take 2 Specialist Weapons
Sergeants work the same as the DA codex


Scouts:
2 points less each
Can take Land Speeder Storm as a Dedicated Transport.
Telion remains the same points cost, but is updated to use the 6th Edition Sniper rules.
Telion is restricted to armies with the "Chapter Tactics: Ultramarine" special rule.


Crusader Squads:
Can take up to 2 Power Weapons/Fists in the Squad if a Sword Brother (Veteran Sergeant) is taken
Initiates cost the same as Tactical Marines and come with the same equipment (Bolter, Bolt Pistol, Frag and Krack Grenades)
Initiates may trade their Bolters for CCW for free.
May take up to 10 Initiates and 10 Neophytes in a squad
May take a Land Raider Crusader as a dedicated transport
No special rules beyond ATSKNF and Chapter Tactics (Black Templars)
ONLY available to armies with Chapter Tactics (Black Templars)


Dedicated Transport
Models:
None


Rules:
Land Speeder Storm:
Now a Dedicated Transport for Scouts
Cerebus Launcher is now range 18", S 2, large blast, Blind
Other:
Black Templars may take Land Raider Crusaders as Dedicated Transports
Drop Pods hold 10 models


Fast Attack
Models:
None.


Rules:
Assault Marines:
1 point cheaper per model
No access to melta
Can not be troops choices


Bikes:
1 Bike squad of at least 5 models (of which one may be an attack bike) may be taken as a troops choice per Captain on a bike in your army.
Max size is 8 models
Scout Bikes:
2 points cheaper per bike
Still lay mines as per current codex


Attack Bikes:
+5 points per model


Stormtalon Gunship:
Now an official part of the codex, Death from the Skies not required.
Same as the Death from the Skies version.


Land Speeder Squadrons:
May be taken in units of 1-3
No real chances


Land Speeder Typhoon:
15 points cheaper


Heavy Support
Models:
AA Tank: "the Hunter" Confirmed $65 USD - combined Kit with Stalker Tank
AA Tank: "the Stalker" Confirmed $65 USD - Combined Kit with Hunter Tank
Devastator Centurions Confirmed $78 USD - 3 Model box shared with Assault Centurions


Rules:
Devastator Centurions:
Come equipped with twin-linked Heavy Bolters and Hurricane Bolters.
Hurricane Bolters can be upgraded to Missiles
Heavy Bolters can be upgraded upgraded to Twin-Lascannon or Grav-cannon and grav-amp.
They also have the following Special Rules: Slow and Purposeful, Decimator Protocols (Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and ATSKNF.
They can purchase a Land Raider as a dedicated transport.
They can be purchased in squads up to 6.
The Devastator Centurion statline is as follows: WS4 / BS4 / S5 / T5 / W2 / I4 / A1 / Ld8 / Sv2+
The Devastator Centurion Sergent statline is: WS4 / BS4 / S5 / T5 / W2 / I4 / A2 / Ld9 / Sv2+
Grav-Cannon is rumored to be AP2 (I am unsure at this time if this carries over to all Grav Weapons or not).
Grav-Amps allow you to reroll to wound rolls.
3 models with no upgrade cost the same as the current price of Predator with no upgrades


Stalker:
Each gun is: 48" Range, S7, AP4, Heavy 4
Can Split fire at reduces BS
AV 12/12/10
Does not have Interceptor
10 points more than the current price of Predator with no upgrades


Hunter:
60", S7, AP2, Armourbane, Heavy 1
AV 12/12/10
Does not have Interceptor
15 points more than the current price of Predator with no upgrades


Devastators:
Reduced points cost, close to the DA version
Signum still gives BS5 to one model in the squad


Thunderfire Cannon:
No change, same points cost.
Stormraven Gunship:
Official part of the codex, Death from the Skies no longer required to use.
Same points cost.


Vindicator:
"Basically the same"


Predator Tank:
Dakka Pred (Heavy Bolters/Autocannons) +5 points
Las Pred (Lascannon sponsons/turret) -25 Points


Whirlwind:
20 point cost reduction, no other changes


Brother-Sergeant Chronus:
Remains the same with a points cost decrease.


Lore
Centurions: A fairly recent adoption by the Space Marines, these suits are only 5,000 years old and are primarily used for line breaking. They are not piloted by Veterans, but rather by Assault Marines and Devastators instead.


Ça reprend en gros ce qu'on avait avant, mais un poil plus complet je dirais, avec quelques nouvelles infos (Champion de l'empereur qui n'occupe pas de slot par exemple).
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kubiak
Warrior en chef
kubiak


Nombre de messages : 695
Age : 49
Localisation : Dans le warp, prés du Mans
Date d'inscription : 03/08/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 18:44

et comme d'hab la garde d'honneur qui n'a pas le droit au jumppack.. Sympa pour faire du fluff chez la ravenguard...
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saigneur
Archiviste du Chapitre
saigneur


Nombre de messages : 4243
Age : 34
Localisation : au dela du voile.
Date d'inscription : 15/03/2008

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 18:59

kubiak a écrit:
et comme d'hab la garde d'honneur qui n'a pas le droit au jumppack.. Sympa pour faire du fluff chez la ravenguard...
Faut jouer blood et puis c'est tout ^^
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kubiak
Warrior en chef
kubiak


Nombre de messages : 695
Age : 49
Localisation : Dans le warp, prés du Mans
Date d'inscription : 03/08/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 19:04

ou pas... j'aime avoir du challenge dans mes listes d'armée... si c'est pour faire du copié collé ça ne sert pas à grand chose;..
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saigneur
Archiviste du Chapitre
saigneur


Nombre de messages : 4243
Age : 34
Localisation : au dela du voile.
Date d'inscription : 15/03/2008

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 19:29

A ce niveau c'est plus du défis mais de l'impossible ^^
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xiàlyiung
Guerrier de la nuit
xiàlyiung


Nombre de messages : 147
Age : 39
Localisation : Marchenoir
Date d'inscription : 07/07/2013

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 20:19

Chacun à son fluff et j'ai bine l'impression que certains fluff avance plus vite que d'autre en faite ^^
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frère Henri
Premier Capitaine
frère Henri


Nombre de messages : 4759
Age : 38
Localisation : par là bas
Date d'inscription : 03/08/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 19 Aoû - 22:35

j'attend d'avoir le codex entre les mains, mais en gros, comme le dex DA, ca réduit les couts en points pas mal...
En revanche, toujours sous réserve, je suis sceptique sur les centurions... une 2+ sans invu...à voir selon le cout en point...
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boublik
Porte étendard du chapitre
boublik


Nombre de messages : 6617
Age : 52
Localisation : à la citée des warriors
Date d'inscription : 24/07/2007

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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeVen 23 Aoû - 19:38

sur warfo a écrit:
De 40k Radio :

Citation
Q: Is it true that what you guys have is an early playtest material, not the actual printed C:SM codex?
A: I have the final print copy.

Q: Are their any new Special Characters?
A: No.

Q: Is honour guard still 3-10 models, or only available as 5 models similar to command squads or BA honour guard?
A: 3-10

Q: Is relic blade still S+2 AP3 two-handed?
A: Yes

Q: Do Legion of the Damned get Soulblaze like in Apoc?
A: No

Q: Can the LotD still Deep Strike?
A: Yes

Q: Does the LotD still have Slow and Purposeful?
A: Yes

Q: Can the LotD be joined by characters?
A: No

Q: Does Cassius have the Zealot rule?
A: Yes

Q: Do the AA tanks have an alternate fire mode that lets them shoot at ground targets?
A: No, only one firing mode

Q: Can child chapters take the SCs of their parent chapters?
A: No (those are unique to their chapter)

Q: Can Pedro and Lysander be in the same army without using allies?
A: No (CF is one chapter, IF is another)

Q: Are Techmarines slotless HQs like the DA book?
A: Yes

Q: Can Captains still take Artificer Armor?
A: Yes

Q: Do Sternguard combi-weapons still cost 5 points?
A: No, they're 10 points

Q: Does Helbrecht have any other special rules besides the once a game rule that gives fleet/hatred?
A: No

Q: What is the cost of a five man scout squad with a Vet Sergeant?
A: 65 Points

Q: Any changes on Kantor's rules?
A: Basically the same (will be covered on show)

Q: Do bikes and centurions get combat squads rule?
A: Bikes yes, Centurions no.

Q: Is there is any vehicle able to get grav weapons?
A: No

Q: Are neophytes of crusade squad an independent squad that can join the main unit as it was rumoured, or crusade squads are a full unit option?
A: No, like last BT Dex.

Q: Is there option for crusade squads of getting two special weapons?
A: No.

Q: If one crusader squads takes a CLR as transport, it has any point cost reduction?
A: I don't have the BT Dex to check.

Q: Have black templars access to biker scouts?
A: Yes. They have access to everything except Librarians.

Q: Marneus Calgar "God of War" rule is still in there? Has it been replaced by the 3 warlord traits rule?
A: It's different and cool (will be covered on the show).

Q: How many points cost a grav-gun as special weapon on a tac squad?
A: 15 points.

Q: How many points are the lascannon and missle launcher upgrades on the Centurion Devastators?
A: Lascannon is 10, Missile is 10

Q: How much do Relic Blades Cost?
A: Chapter Master and Captain get it for 25 points.

Q: Does the codex include a Power Field Generator (DA Wargear that generates a 4++ for a unit)?
A: No

Q: Can Tactical Marines take a Special Weapon at 5 models?
A: A Squad of 5 can have a special weapon or heavy weapon.

Q: Can Calgar still take up to 3 units of Honor Guard?
A: Yes

Q: Additionally, does his still have the rule that lets him choose to pass or fail morale checks at will?
A: Yes (more in the show)

Q: Are Black Templar Characters required and/or accept challenges?
A: Not required, but they will be sick in challenges

Q: Bikes squads that can be made troops, a minimum of 5 models or 5 models max? there is some conflicting sounding information so people just want to confirm.
A: At least 5 (max 9 with Attack Bike) and if your Captain or Chapter Master is on a bike you make take them as troops.

Q: So Chapter Masters on bikes can unlock bike squads of at least 5 models as troops too?
A: Yes.

Q: Do LotD still have their 3++ save?
A: Yes

Q: Can the Bikers take the grav gun options?
A: Yes

Q: Can Scout Squads take locator beacons or teleport homes?
A: Teleport Homers.

Q: Does Shrike have any other rules?
A: No.

Q: Do Chapter Tactics cost anything?
A: No.

Q: The Stalker, does it have 4 shots total that it can split fire with or does each gun fire 4 shots each?
A: 4 shots each (this will be covered on the show)

Q: Do any of the SC's have Stubborn or Fearless?
A: No

Q: Does the Emperor's Champion take up an HQ slot?
A: Yes

Q: Does Sicarius still re-roll his Sieze Initiative attempts?
A: No

Q: Any change to Razorbacks?
A: I believe they went up 5 points

Q: Does the Ultramarines Tactical Chapter Tactic affect Sternguard special ammo?
A: I believe so.

Q: Also, are bike upgrades for Space Marine Captains cheaper?
A: I think the upgrade stayed the same.

Q: Are normal bikes cheaper?
A: Yes

Q: Are all these answers from an early rendition or playtest and subject to change? Or are these concrete answers from a full codex?
A: The book I have looks like the final. If this is a fake then a ton of effort has gone into this.


Citation
Q: Is there any way to assault from vehicles besides assault ramps on land raiders and stormravens?
A: The Land Speeder Storm.

Q: How do Successor Chapters work exactly?
A: This will be covered on the 1 Sept show. The answer is really long and it's easier to just explain it verbally than type it out.

Q: If you have two different chapters that use the same chapter tactic, can they ally to each other?
A: This will als be covered on the 1 Sept show.

Q: How do Camo Cloaks work?
A: +1 to cover, or 6+ cover if not in cover

Q: Can any of the HQs get Camo Cloaks?
A: No

Q: Is there a way to get Eternal Warrior?
A: Yes (will be covered in show (Zion's Speculation: It's a Relic))

Q: Can any of the HQs buy any special rules?
A: No

Q: Do the HQs still have access to Hellfire rounds?
A: No

Q: Can we get a rundown on what Grav Weapons will cost?
A: Grav will be on the show.

Q: In 5th Edition you were encouraged to use SCs as "Count-As" special characters to give you some new/interesting combinations. Is there anything in the new book that allows you to do this?
A: You can no longer do that due to Chapter Tactics.

Q: Just to confirm, this means the Camo Cloaks and the Raven Guard Chapter Tactic stack, right? +2 to their cover saves for having both?
A: They do stack, but there is a caveat to the Raven Guard rule that will be covered on the show. All Chapter Tactics will be covered on the show.

Q: BT High Marshal (Chapter Master equivalent?) Helbrecht has no Orbital Bombardment, but BT can take a "regular" Chapter Master and get the OB from him?
A: Correct, Helbrecht does not have it, but regular Chapter Masters do.


Citation
Q: Have Razorback weapon upgrades gotten cheaper, more expensive or stayed the same?
A: Some went down.

Q: How much do Relic Blades cost for Honor Guard?
A: 10 points.

Q: You mentioned that the Raven Guard Chapter Tactics have a caveat. Do all the Chapter Tactics have special caveats in how they can be used?
A: No, there are other rules for RG we didn't mention.

Q: Do these caveats require certain minumum requirements of units or wargear?
A: No.

Q: Are the Drop Pods priced like the DA ones (to include upgrades)?
A: Similiar.

Q: When making an army, are you required to take a chapter trait?
A: Yes.

Q: Is the Exorcists Chapter covered in the list of different Marine chapters/successors in the book?
A: Yes, there is a small blurb, but the do not have a parent chapter.


Citation
Q: Are any of these caveats negative things (like the old 4th edition flaws)?
A: No. The caveat is we have not revealed all the abilities for some chapters.

Q: Is there any clue you can give us on the nature of these caveats?
A: There are many layers to the CTs (no negatives).

Q: Did the points cost change for Power Weapons?
A: Generally the same, per units choices.

Q: Did the points cost change for Power Fists?
A: PF same.

Q: How much do Crusader Squads pay for Power Weapons?
A: 15.

Q: Can the Initiate in a Crusader Squad take a Power Fist?
A: Yes at 25 points.

Q: How does the limit for the extra power weapon in the Crusader squad work. Is it just 1 Initiate or is it 1 per X number of models in the squad?
A: 1 Initiate and then upgrade one to Sword Brother and you can get another.
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeDim 25 Aoû - 10:40

sur warfo a écrit:
Dernière grosse fournée de 40k Radio via Warseer, apparemment directement lu depuis le codex...

Ya de la redite, mais il y a aussi des inédits, la flemme de trier :

Citation
The Space Marine Strikeforce is the replacement for the Battleforce. However, it's focused on being a kind of "starter army" box built around a theme of some kind.Every army will get one (possibly more) eventually that will be named after something relevant to that army (example: Wraithhost for Eldar).
General Information:
240 Points for 3 Centurions with Grav-Cannons/Grav-Amps and Hurricane Bolters
Assault Centurions have Move Through Cover
Codex: Space Marines is largely in line with Codex: Dark Angels points wise.
176 Pages in their copy of the codex (same as rumored)
Hunter has "Savant-Lock". When shooting at a flyer you put a marker on it for each miss. The markers stay on the flyer until it leaves the table or is destroyed. At the beginning of every friendly shooting phase you roll for those markers. On a 5 or a 6 that missle hits.
Artwork is nice, and book is Space Marines more in a general form. More updated fluff, not just the rehashed fluff.
Some of the classic Black and White was colored, but a lot of new art too.
Book is in sections for each founding chapter (plus the Black Templars)) and a large number of the Successor Chapters to help players know who should be using what rules.
Salamanders don't really have any successor chapters because their chapter had suffered a large number of casualties so they have a larger number of Marines in their chapter.
"Equivalent to Forge World background" in terms of fluff.
Forgeworld fluff included in the codex.


Warlord Traits (Only One Chart for the Codex):
1. Angel of Death - Warlord and his unit have the Fear special rule.
2. Imperium Sword - One use only. Declare that your Warlord is using this at the start of one of your assualt phases. The Warlord and his unit have the Furious Charge special rule until the end of the turn.
3. Storm of Fire - One use only. Declare that your Warlord is using this at the start of one of your shooting phases. For the duration of that phase a single friendly unit from Codex: Space Marines within 12" of the Warlord may re-roll any failed to-hit rolls.
4. Rites of War - When taking morale tests friendly units from Codex: Space Marines within 12" of the Warlord use his characteristic instead of their own.
5. Iron Resolve - When determining your assault results add +1 to your total if the Warlord is locked in that combat.
6. Champion of Humanity - If your Warlord causes the enemy Warlord to be removed from play in a challenge he scores D3 extra victory points in addition in the usual amount of points given for slaying the enemy Warlord in this scenario. Note that killing the enemy Warlord in a sweeping advance does not reward these extra victory points.

Chapter Tactics
Successor Chapters - You use whatever chapter tactics of your parent chapter. The ONLY Exception is the Black Templar.
Homebrew - You can pick any tactic you want and use the Special Characters of that chapter. Those characters have to use the same Chapter Tactics as the same Chapter their from.
Allies - "A Space Marine Detachment that has one set of Chapter Tactics MAY ally with another Space Marine Detachment with a different set of Chapter Tactics, Ultramarines and Raven Guard for example. For purposes of the Allies rules these allies are treated as being from two different codexes and are treated as Battle Brothers. Note that you may field models from two different chapters that have the same Chapter Tactics, such as Ultramariens and Praetors of Orpheus in the same detachment. These chapters are so closely affiliated that they count as a single army on the battlefield."
COUNT AS: If you want to use Vulkan in a Ultramarines army you have to play use the Salamander Chapter Tactics. So you CAN do "count-as" but you lock yourself into their Chapter Tactics. In short, Special Characters are locked to their specific Chapter Tactics.


Ultramarines - Combat Doctrine: This detachment can utilize each of the following combat doctrines once per game. To do so at the start of your turn you state which combat doctrine you wish to use, if any, until the start of your next turn. You can only use one combat doctrine per turn.
Tactical: Units in this detachment re-roll ones while shooting, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase.
Assault: Units in this detachment can re-roll their charge range. Assault squads, bikes, or attack bikes instead have the fleet rule.
Devastator: Units in this detachment may re-rolls to-hit on snap shots, including overwatch shots, in addition models in this detachment's Devastator squads have the relentless unless they disembarked from a transport in their movement phase.

White Scars -
Born in the Saddle: Models in this detachment with the Bike Unit Type automatically pass Dangerous Terrain tests, and recieve a +1 to their Jink Cover Saves. In addition add 1 to their Strength when resolving their Hammer of Wrath hits.
Fight on the Move: Models in this Detachment have the Hit and Run Special Rule. Note that this does not include models in Terminator Armor, Devastator Centurions or Assault Centurions.


Imperial Fists -
Bolter Drill: Models in this detachment may re-roll all to-hit rolls of 1 made with a bolt pistol, boltgun, stormbolter, heavy bolters, or combi-weapons that are firing as boltguns. This rule does not apply to Helfire, Kraken, Vengence or Dragonfire rounds.
Siegemasters: Models in this detachment in Devastator squads and Centurion Devastator squads have the Tank Hunter special rule and add +1 when rolling on the building damage table.


Black Templars -
Accept Any Challenges, No Matter the Odds: When engaged in a challenge, Black Templar Characters reroll all failed to-hit rolls, and have the Rending Special Rule.
Crusaders: Black Templars have the Crusader and Adamantium Will Special Rules. In addition Black Templars have access to a special unit called a Crusader Squad.


Iron Hands -
The Flesh is Weak: Models in this detachment have the Feel no Pain on a 6+ Special Rule. Note that if they benefit from more than one instance of Feel no Pain they use the best version available.
Machine Empathy: All vehicles and characters in this detachment have the It Will Not Die special rule even though vehicles do not have Chapter Tactic special rules. Furthermore, Techmarines and Masters of the Forge in this detachment add +1 to their Blessing of the Omnissiah rolls.


Salamanders -
Flamecraft: Models in this detachment can re-roll their saving throws against wounds caused by flamer weapons as defined by the Warhammer 40,000 rulebook. Furthermore, flame weapons used by models in this detachment re-roll failed to-wound rolls and armor penetration rolls that don't cause a glancing or a penetrating hit.
Master Artisan: During the army selection each character in this detachment may upgrade on of his weapons, even one they have purchased as an upgrade, to have the Mastercrafted Special Rule at no additional cost.


Raven Guard -
Strike from the Shadows: Models in this detachment have the Scout Special Rule. In addition, on the first game turn, models in this detachment have the Stealth Special Rule. Note that units that include models with the Bulky or Very Bulky Special Rules do not benefit from either rule.
Wings of Deliverance: Jump Infantry Models in this detachment may use their Jump Packs in both the movement and assault phases of the same turn. Futhermore, they must re-roll all failed to-wound rolls caused by their Hammer of Wrath hits.


Special Characters:
Marneus Calgar:
+25 Points
Artificer Armor standard (2+)
God of War: May use a single Combat Doctrine twice per game
Titanic Might: Re-rolls all armor penetrating hits in close combat. He may reroll glancing hits to attempt to get a penetrating hit. Must accept the second roll even if it is worse than the first.
Terminator Armor is 10 points and doesn't prevent sweeping advances.Warlord Trait: Rolls 3 times on the Warlord Table, rerolling doubles, and chooses a single Warlord Trait.


Captain Cato Sicarius:
-15 points
Surprise Attack: +1 to Reserve Rolls
Weapons still the same
Battle-forged Heros: Pick a Tactical Squad and they gain Counter-Attack, Infiltrate or Scout.
May still use the Coup-de-Grace with his sword.
Lost Rites of Battle
Warlord Trait: Imperium Sword


Tigirius:
-65 points
+1 Wound
Master Psyker: May re-roll any or all of his rolls to choose which powers he knows. He has access to all the powers.
ML3
Hood of Hellfire: Psychic Hood that allows you to re-roll failed psychic tests
Rod of Tigiruis: Same as before with the addition of Soulblaze
Gift of Prescience: If your army contains Tigirius you may choose to re-roll reserves and apply the result to units of the same attachement.
Warlord Trait: Storm of Fire


Cassius:
Zealot
All equipment the same
Warlord Trait: Angel of Death


Telion:
Chapter Tactics: Ultramarines
Same points cost
Same rules


Sergeant Chronus:
-20 points
+1LD
His vehicle gains It Will not Die


Khan:
-35 points (bike is still 20 point upgrade)
Bike does D3 Hammer of Wrath hits
Furious Charge
If Khan is your warlord friendly models with the Chapter Tactics White Scars special rule that are bikes or have dedicated transports have the Scout special rule.
Khan makes all bike squads who are 5 bikes or more count as troop choices.
Warlord Trait: Champion of Humanity


Vulkan:
The Forgefather: If Vulkan is your warlord, all meltas, multi-meltas and combi-meltas in this detachment become twin-linked.
Lost Digital Weapons
No longer Master Crafts Thunderhammers
Warlord Trait: Iron Resolve


Shrike:
-10 points
Stealth
Before deploying Shrike can only join a Jump Infantry unit
Lost Fleet
Weapons stayed the same
Warlord Trait: Angel of Death


Lysander:
+30 Points
No more Bolter Defenses
Icon of Obstinancey: All models with the Imperial Fist Chapter Tactics re-roll failed morale and pinning checks
Same wargear
Warlord Trait: Champion of Humanity


Chapter Master Pedro Kantor:
+1 Attack
Oath of Rynn: If Chapter Master Kantor is your Warlord all models in Crimson Fist detachments have the Preferred Enemy (Orks) Special Rule. Furthermore, all such models within 12" of Kantor have +1 Attack while he lives. This bonus does not affector Kantor, and is not cimulative with the similar bonuses that the Chapter Banner gives.
Still has Hold the Line (Crimson Fist Sternguard Veterans are scoring)
Same Wargear and points
Warlord Trait: Iron Resolve


Helbrecht:
+5 points
+1 WS
Rites of Battle - Gone
Crusade of Wrath: Once per game, during the Assualt Phase, all models with the Black Templar Chapter Tactics gain Hatred and Fleet until the end of the phase.
Sword of the High Marshalls is the same
Legacy of Dorn (+D3 attack on the charge) same


Grimaldus:
-10 Points
-1 BS
+1 Wound
-1 Attack
It will Not Die (replaced "Only in Death Does Duty End")
Zealot
Relics of Hellsreach: Any Black Templar of a servitor in 6" gains a 6++ Invunerable save.
Unmatched Zeal: Black Templar models within of 6" of Chaplain of Grimaldus have the Zealot special rule.


Emperor's Champion:
Uses HQ Slot
+50 Points
2+/4++
Black Sword: AP2, Mastercrafted
Combat Stances: Smite the Unclean - +2 Strength, Black Sword is two-handed and unwieldy; Slay the Heretic - Rolls of 6s to wound are Instant Death
Bolt Pistol gives extra attack (unless using Smite the Unclean)


A Quick Summary of what Black Templars Gained and Lost (this list may not be complete):
Losses:
- No More Vows
- No More Marshalls or Castellans
- No More Terminator Command Squads
- No More Master of Sanctity/Reclessiarchy
- Sword Brethren are no longer units
- No More 2 Heavy Weapons in a 5 man Terminator Squad
- No More special rule upgrades (Tank Hunter, ect)
- No More Storm Shields on Assault Squads
- No More extra power weapons in bike squad
- No More Fearless in Close Combat
- No More Righteous Zeal
- Some Flavor
- Most Heavy Weapons +5 more
- No More Power of the Machine Spirt upgrade

Gains:
+ Chapter Master and Captains
+ Honor Guard
+ Regular Chaplains
+ Master of the Forge
+ Tactical Squads
+ Scout Squads
+ Land Speeder Storm
+ Vanguard
+ Sternguard
+ Ironclad Dreadnoughts
+ Centurions (Assault and Devastator)
+ Scout Bikes
+ Devastators
+ Whirlwinds
+ Hunter
+ Stalker
+ Land Raider Redeemer
+ Thunderfire Cannon
+ Crusader Squad keeps Land Raider Crusader as a Dedicated Transport
+ Initiates are 5 points cheaper (counting Frag and Krak Grenade upgrades)
+ Sword Brother option in Crusader Squad
+ Keep Initiate Power Weapon/Fist option
+ Neophyte leadership increased to Ld 8
+ Neophyte Shotguns S4
+ Crusader Squad keeps Pistol and Chainsword option
+ Crusader Squad Organization stays the same


Les White Scars seront content !! (et les Ultramarines un peu moins ^^ )

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greengoffik
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Nombre de messages : 262
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeDim 25 Aoû - 13:28

Pascal va devoir jouer White Scars et tout repeindre Wink
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Elken
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeDim 25 Aoû - 17:56

Oulà, oulà, mon cher Greengo, sache que je suis parfaitement capable de jouer des "Shadow Scars" ou des "Dark Riders" sans repeindre une seule fig. !...

Bon, Ok, comme tout le monde, j'attends d'avoir le Dex IRL...
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boublik
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 26 Aoû - 10:17

new marines - Page 3 22598910

new marines - Page 3 13774510new marines - Page 3 13774511new marines - Page 3 13774512new marines - Page 3 13774513new marines - Page 3 13774514new marines - Page 3 13774515
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 26 Aoû - 10:26

une couv' collector minable pour 118$, bon je n'aurais pas le ravenguard
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boublik
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boublik


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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 26 Aoû - 10:41

par contre, la couv de base est sympa...
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boublik
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeLun 26 Aoû - 17:05

31 aout
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boublik
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeMar 27 Aoû - 10:09

new marines - Page 3 11707210

new marines - Page 3 797d4b10

Escouade de 8 marines avec arme lourde et spéciale.
3 centurions pour 280 points ...
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Drako
Culexus du chapitre
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeMar 27 Aoû - 10:17

Citation :
Escouade de 8 marines avec arme lourde et spéciale.
On va en revenir aux escouade de 6 avec Plasma + Canon Laser ....

Citation :
3 centurions pour 280 points ...
Ca ne m’étonne pas plus que ca, ils sont bien résistants et sur-armés.

Sinon l'archiviste à une bonne tête!
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boublik
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boublik


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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeMar 27 Aoû - 10:17

Les scans du dwarf commencent à tomber : lien
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boublik
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeMar 27 Aoû - 19:03

Ultramarines -
Doctrine de combat : Ce détachement peut utiliser chaque doctrine une fois par bataille. Déclarez au début de votre tour quel doctrine vous désirez utiliser s'il y en a une, la doctrine dure jusqu'au début de votre prochain tour. Une seule doctrine par tour.
Tactique : Les unités de ce détachement relance les 1 au tir (NDT : pas de précision si c'est pour toucher/blesser, donc les deux par défaut), sauf pour les escouades Tactiques qui relancent tous les tirs manqués pendant la phase de tir.
Assaut : Les unités de ce détachement relance leur jet de distance de charge. Les escouades d'Assaut, Motos et Motos d'assaut gagnent à la place la règle Course.
Devastator : Les unités de ce détachement relancent leurs jets pour toucher en tir au jugé (y compris les tir en état d'alerte), en plus les escouade Devastators gagnent la règle Implacable sauf s'ils débarquent d'un transport pendant leur phase de mouvement.

White Scars -
Né sur la selle : les modèle avec la règle Moto passe automatiquement les tests de terrain dangereux, reçoivent +1 à leur sauvegarde de couvert de zig-zag. Ils gagnent un bonus de +1 à leur Force pour leurs attaques de Marteau de la fureur.
Guerre de mouvement : les modèles de ce détachements ont la règle spéciale Désengagement, cela n'inclut pas les modèles en armure Terminator, les Centurions d'assaut ni les Centurions Devastators.

Imperial Fists -
Bolter Drill : Les modèles de ce détachement relancent leurs jets pour toucher de 1 avec un pistolet Bolter, Bolter, Bolter d'assaut, Bolter lourd et armes combinées qui tirent en tant que Bolter. Cette règle ne s'applique pas aux munitions Hellfire, Kraken, Vengeance et Dragonfire.
Maîtres de sièges : les modèles dans ce détachement faisant partie d'une escouade Devastator et les Centurions Devastators ont la règle spéciale Chasseurs de Chars et ajoutent +1 au résultat sur la table des dégats des batiments.


Black Templars -
Accepter tous les défis, quelque soit le prix : Quand engagé dans un défi, les personnages BT relancent les jets pour toucher ratés et ont la règle spéciale Perforant.
Croisés : les BT ont les règles spéciales Croisé et Volonté d'Adamantium. De plus les BT ont accès à une escouade spéciale appelée Escouade de croisés.

Iron Hands -
La chair est faible : Les modèles de ce détachement ont la règle spéciale Insensible à la douleur (6+). S'ils bénéficient d'une autre Insensible à la douleur ils utilisent la meilleure.
Empathie mécanique : Tous les véhicules et personnages dans ce détachement ont la règle spéciale Il est invincible même si les véhicules n'ont pas la règle 'Tactique de chapitre'. De plus les Techmarines et les Maîtres de la Forge ajoutent +1 à leurs jets de Bénédiction de l'Omnimessie.

Salamanders -
Forgés dans les flammes (traduction personnelle ^^) : les modèles de ce détachements peuvent relancer leurs jets de sauvegarde contre une blessure causée par un lance-flamme et assimilé (mentionné dans le GBV). De plus ces mêmes armes utilisés par les modèles de ce détachement peuvent relancer leurs jets pour blesser ratés et jets de pénétration qui ne causent pas de Superficiel ou de Pénétrant.
Maître artisan : Pendant la séléction de l'armée chaque personnage de ce détachement peut améliorer une de ces arme, même une achetée, pour avoir la règle 'Arme de Maître' sans coût supplémentaire.


Raven Guard -
Attaque depuis les ombres : les modèles de ce détachement ont la règle spéciale Scout. De plus, le premier tour de jeu, les modèles de ce détachement ont la règle spéciale Discrétion. Les unités qui incluent des modèles avec la règle Massif ou Très massif ne bénéficient pas de cette règle.
Les Ailes de la Délivrance : Les modèles d'infanterie de saut de ce détachement peuvent utiliser leurs réacteurs durant la phase de mouvement ET la phase d'assaut. De plus ils doivent relancer tous les jets pour blesser ratés causés par les attaques de Marteau de la Fureur.
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frère Henri
Premier Capitaine
frère Henri


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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeMar 27 Aoû - 19:07

ouaip, ca amène un côté stratégique intéressant...

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cyberdede
Warrior en chef
cyberdede


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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeJeu 29 Aoû - 18:30

Je viens à l'instant de voir sur BOLS le prix du codex marounes , accrochez vous : 47 zeuros !!!!!!!!!! ............................ affraid affraid affraid 
Ca fait un peu peur , ce genre de nouvelles , quand tu rentres du boulot , je vais finir par choper des crises cardiaques à cause de GW , moi ...... No 
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boublik
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeJeu 29 Aoû - 21:13

bols a écrit:


First off, news is breaking all over the place of what's coming:

Here are the main Space Marine releases (in euros):

Codex Space Marines 47€
Vanguard Veterans 35€
Sternguard Veterans 40€
Centurion Devastators 62€
Stalker/Hunter 50€
Tactical Squad 35€
Command Squad 75€
Librarian 25€
Captain 25€
Space Marine Strikeforce 165€

There are also almost 40 new products including the 1st founding chapter books and a whole slew of the "missing" Apocalypse formations.

And last but not least how could be forget to mention this lovely gem:

Space Marine Chapter 1-Click-Deal 9,964,75€
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frère Henri
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MessageSujet: Re: new marines   new marines - Page 3 Icon_minitimeJeu 29 Aoû - 23:05

Je pensais bien revendre la bagnole pour m'offrir un chapitre...
Le de DA etait a 38, il était très beau, celui la sera magnifique alors...
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