frére Esarus
07/08/03 , 19:01
nouvelle supplémentaire: (en anglais)
Ive heard from various sources that Ogryns will be 25 points, can get a SGT
and that the ripper gun and the Ogryn cc weapon has been combined (so the
ripper gun now adds +1 str in melee) not sure about the squad size or points
cost of the sgt
La trappe de survie ne fera pluspartie des options accesibles aux tanks de
la garde.
The Last Chancers are included, but in a new (better) form. Basically,
you've got Colonel Schaeffer and Lieutenant Kage as the two compulsory
characters, both with special rules. Then, to more realistically reflect
the
ever-changing nature of the Last Chancers (as they'll always be getting
killed), you can have up to 20 of them (they count as an HQ choice, and with
more than 8, as a troop choice as well), with the same statline, but you
can
equip them however you see fit. Any number of them can be upgraded to
specialists, for 5 points, and they can be given a special or heavy weapons,
and equipment from the Armoury up to 15 points (including "Officer Only"
equipment). For any heavy specialist, there must be at least one more
non-specialist to carry the ammo. Non-heavy or special weapon specialists
can become vox-operators or psykers.
The Last Chancers can be broken into five sub-units (of one or more models!)
The Mordians are still in here, with the suggested doctrines of Sanctioned
Psykers, Ratling Squads, Heavy Weapon Platoons, Sharpshooters, Close Order
Drill and Die-hards, and the preferred special and heavy weapons of Grenade
Launcher and Lascannon, respectively.
The Tanith First & Only (Gaunt's Ghosts) are represented by Light Infantry,
Priests, Sharpshooters, Veterans, Hardened Fighters. Indepedent Commissars,
and Special Equipment: Cameleoline, and the preferred special and heavies
of
Flamer and Missile Launcher.
You could, of course, customise your own Taniths, or use the one in the
book.
As for Plastic Mordians (and/or Praetorians, who they've conveniently LEFT
RIGHT OUT OF THE BLOODY BOOK, THE BASTARD SLAGS), we may as well give up
hope.
The next (and probably last) IG plastics'll be around 2005, for heavier,
greatcoated troops, Valhallan/Steel Legion crossovers (presumably there'd
be
non-specific heads, or heads of each type in the box).
(Ndc c'est bon, j'ai encore 2 ans avant de commencer une nouvelle garde impériale)
Nothing's been taken out (Except the Griffin, or however it was spelt, and
the Exterminator, but these'll be in Imperial Armour, and doubtlessly in
Whit Dwarf), and the points are more or less the same (although I haven't
studied the new and old codices side-by-side, yet).
The command HQ is slightly different, in that it can be led by a Junior
(40pts), Senior (55pts), or an Heroic Senior Officer (70).
(NdC : Voilà qui permettra d'avoir un colonel incompétent, hi hi !)
As well as the usual Heavy and Sentinel Squads attached to the HQ, you can
now have Special Weapons Squads, of six guardsmen, three of which can have
a
flamer, grenade launcher, meltagun, sniper rifle, or demo charges.
Sanctioned Psykers are back (up to five of them), Priests (up to five),
Techpriest Enginseers (up to two, counting as an elites choice, with a
retinue of servitors of the gun, combat or technical variety. Technicals
increase the Techpriest's roll to repair by 1). A very sexy model, and a
shame about the backpack.
There's now Conscript infantry platoons (similar to Cadian Whiteshields),
costing two points less than the usual guardsman (4 points) in squads of
ten, fielded as a single unit of 20-50 models (ie, retaining 2" coherency),
with no sarges.
Sentinels are now offered as a single 35 point model, upgraded to a pattern,
depending on the weaponry (Mars = Multilaser, Catachan = Heavy Flamer,
Armageddon = Lascannon, and Cadian Pattern = Autocannon. The points costs
are 5, 10, 20 and 15 respectively. Cadian Sentinels are - open topped but
armoured, with openable hatches, big lights and stowage).
(Ndc : L'autocannon voit son prix monter depuis le codex EoT, ça rassurera
(si peu) mes adversaires qui sont terrifés par la sentipatte cadienne.)
Heavy Weapons Platoons now exist as Heavy Support choices, with 1-3 support
squads (ie, 3-9 heavies) and a Junior Officer (Lieutenants, which are very
nice models, too) and his attendant staff.
No limit on these babies.
(Ndc : Faudra tout de même sacrifier du leman russ pour avoir de l'arme lourde,
pas glop)
Macharius and Deddog are gone (thank Christ), and the new characters are
(to
give him his full title) Lord Castellan Ursarkar E. Creed (and Colour
Sergeant Jarran Kell), Good Old Commissar Yarrick, Colonel-Commissar Ibram
Gaunt (sans his Ghosts), and Colonel Schaeffer (and Kage) with the Last
Chancers.
The new Chimera is the old one, with a new accessory sprue. They'll be doing
the same to the Russ, and Basilisk.
The accessories are fantastic - a properly beefy dozer blade, with pistons;
a cupola-mounted searchlight; sandbags, shovels, fuel cans, oil tanks (with
straps), lasguns; a chain; modular track guards (that fit all the IG tanks);
pintle mounted storm bolter or heavy stubber (36", S4, AP6, Heavy 3);
several different commander options, with three bodies (including one with
a
complete set of legs, out of a hatch), three heads (one with a peaked cap),
and lots of arms (some with nifty braiding - I feel a Lieutenant conversion
coming on!)
Death Korps of Krieg
Preferred special weapon: Meltagun
Preferred Heavy weapon: Heavy Bolter
Rough Rider squadrons (this allows Rough Riders to be taken)
Iron Discipline
Die-hards
Hardened Fighters
Storm Trooper squads
Heavy Weapon platoons
Interestingly, Rough Riders no longer come with the hunting Lance as
standard. It costs three points to upgrade each one, as they come with a
laspistol and CCW.
The flamer's now 6 points, grenade launcher's still 8, the plasma is 10,
and
melta is also 10.
The mortar is now 5 less at 10 points, and the lascannon's also cheaper by
5.
(NdC : Ca va être la fête du slip si c'est vrai)
As I understand it, they're trying to get it more "realistic", in terms of
the 40k universe. Plasma technology, while very powerful, is supposed to
be
nigh impossible to replicate, and as such is only given to important and
honoured types (Dark Angels, etc.). Also, the slight increase is going to
cut down on the amount of people taking all plasma guns for sniping Marines
with.
(NdC : Ouais, et le lascannon moins cher, c'est pour justifier quoi ?)
The doctrines work as follows:
You're allowed five doctrine points to define your regiment's
specialisations.
All the "restricted" unit tpyes are unavailable (leaving you with a very
basic HQ, troop platoon, tank, veteran and sentinel kind of organisation),
unless you spend doctrine points "buying back" the units.
Restricted Units
Priests
Techpriest Enginseers
Sanctioned Psykers
Storm Trooper squads
Ratling squads
Ogryn squads
Special Weapon squads
Conscript Platoons
Rough Rider Squads
Heavy Weapon platoons
The next category of doctrine is the Regimental Organisation type.
Drop Troops - Allowing any infantry or sentinels to deep strike
(NdC : Les paras elyséens sont tranquilles, même s'ils perdent leurs précieux
fusils à pompe en route)
Grenadiers - 0-3 Storm Trooper squads can be used as Troops (without being
allowed to Deep Strike or Infiltrate
Mechanised - All infantry must take Chimeras whether or not they are usually
allowed
Next is Skills and Drills
Die-hards - no negative morale modifiers for being outnumbered in Close
Combat
Iron Discipline - Units using the Ld of officers with Iron Discipline ignore
the -1 modifier for being under half strength when taking morale or pinning
tests. May regroup if under half strength. Officers get the ability for 5
points.
Independent Commissars - Commissars areindependent characters, with 1-3
forming a single elite choice. Deploy as a single unit, but operate
independently and go not need to be placed together. Cannot be used as both
elite and HQ. Each Commissar costs +10 points.
(NdC : Ca fait le commissaire a 60 points, c'est cher pour avoir le droit
d'éxécuter tous les officiers sur le champ de bataille)
Close Order Drill - Very sexy ; when all models have base-to-base contact,
+1 Initiative and Leadership (leadership bonus only applies when uint is
using its own Ld).
(Ndc : Et le whirlwind il est content)
Hardened Fighters - +1 to WS. Sentinels get +1 attack, as they have
chainsaws, rams, etc. Availble to any infantry squad for +15 points, and
Sentinels at +10 per Sentinel.
Jungle Fighters - +10 points per unit; see 12" through forest, recieve 4+
cover save in forest, move at full speed in aforementioned forest,
infiltrate and deploy in forest, can take a heavy flamer instead of a heavy
weapon, may never use Lascannons, Armour save reduces to 6+.
(NdC : Le marcel pare balle du catachan devient moins efficace)
Light Infantry - +10 per unit, no transports; roll additional dice to
determine movement through difficult terrain, infiltrate, may have a sniper
rifle instead of heavy, for normal infantry squads.
Sharpshooters - infantry with BS of 3 re-roll for 1s. 10 points per model,
no effect for plasma or sniper rifles.
Xeno-Fighters - Any guard infantry or sentinels get this at 5+ per sentinel
or infantry unit. These guys hit with a 3+ regardless of respective WS
values, when fighting a particular alien race (Eldar, including Dark Eldar,
Orks and 'Nids). Doesn't apply against Monstrous Creatures. The Xenos must
be apparent on the model by representation on the regiment (heads, trophies,
etc.) Not acceptable to switch specialisation to match opponent's army.
Veterans - 0-1 limit on Hardened Vets. is removed.
(NdC : Ah bon ? Y'en a qui les jouent ?)
The last bit is Special Equipment
Chem-inhaler - naughty undisciplined types using narcotics in their
rebreathers. This confers a bonus of ignoring negative modifiers for Morale,
Leadership and Pinning tests. If they fail a morale check for 25% shooting
casualties, they count as pinned rather than falling back. +10 per unit
Cameleoline - +1 to cover save, +10 per unit
Carapace armour - +20 points per unit, 4+ armour save
Cyber-enhancement - +20 per unit. Invulnerable save of 6.
Warrior Weapons - Any model without access to the armoury and normally armed
with a lasgun gets a laspistol and CCW, or two CCWs,
at +2 points per model
(NdC : On pourrait se faire des troupes d'assaut, encore un bon truc pour
se ridiculiser face à l'adversaire)
Certain doctrines cannot be combined, such as those that'd make no
sense - like Warrior Weapons (which represent a low-tech guard) and
Mechanised (the opposite), or those that'd confer a certain camembert-esque
odour to ones army, such as giving Cameleoline to Jungle Fighters. Carapace
Armour on Light Infantry, and Chem Inhalers to Iron Discipline are more
examples.
Now, a note on the documented regiments - these include the Cadian Shock
Troops, Valhallan Ice Warriors, Tallarn Desert Raiders, Mordian Iron Guard,
Armageddon Steel Legions, Tanith First and Only, Catachan Jungle Fighters,
Savlar Chem-Dogs, Terrax Guard, Harakoni Warhawks (looking an awful lot like
Cadian Kasrkin with the plastic Vox-Caster's head), Death Corps of Krieg,
and the Kanak Skull Takers.
Each regiment has a bit of background, a decent illustration of uniform
and equipment, and a list of doctrines and equipment.
Some of the regiments have more than five doctrines listed (Cadians have
7,
as do the Ghosts). Valhallans, Mordians and the Death Korps also go over
the
limit. However, this is to represent the glorious history of these
regiments, and they can use all their doctrines with no limitations.
What comes in the new Cadian army box? 2 boxes of Cadians, Mk II Chimera,
Cadian Pattern Sentinel (open-topped, extra armour, Cadian pilot,
Autocannon, sandbags and various luggage), 3 heavy weapons teams, Command
HQ
box (Senior officer, medic, company standard, master Vox-xcaster, meltagun,
wounded Cadian), 1 Junior officer, 2 Cadians with plasma guns, 2 Cadians
with meltaguns, additional medic, and a special edition Regimental Standard
Bearer (based on the Jarran Kell model, but without any reverence to the
8th
on the banner, normal Cadian uniform, normal Cadian head, no power fist,
a
chain instead of power sword. Not a bad limited edition, really), and the
Imperial Guard Codex.