imperial armour Vol II, 2nd edition changes
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imperial armour Vol II, 2nd edition changes
hey guys, finally got my hands on a pdf. gonna try and use this thread to post what models got altered in this book as i find them.
Re: imperial armour Vol II, 2nd edition changes
LAND SPEEDER TEMPEST
this one i caught right away as changed;
this one i caught right away as changed;
- these are now squadrons of 1-3, instead of a single model.
- they also went from being 110pts each, to 90 pts each.
- they changed the twin-linked missile launcher to have Frag, Krak, and flakk missiles included automatically.
- fast attack for all space marine books but grey knights.
Last edited by dusktiger on Tue Mar 18, 2014 9:53 pm; edited 2 times in total
Re: imperial armour Vol II, 2nd edition changes
CAESTUS ASSAULT RAM
these now get to buy armoured ceramite for 20pts
(prevents melta weapons from ever getting to roll 2D6 for armour pen)
these now get to buy armoured ceramite for 20pts
(prevents melta weapons from ever getting to roll 2D6 for armour pen)
Last edited by dusktiger on Tue Mar 18, 2014 9:53 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
FIRE RAPTOR
changed from 220pts to 225pts
changed from having 4 hellstrike missiles ( infinite range; S8;AP3:Heavy 1, One-Shot) to getting 4 Stormstrike missiles (72" S8;AP2;Heavy 1, Concussive, One-Shot)
lost the option of replacing ANY weapons.
lost the option of buying ceramite armour.
only marines, dark angels, and wolves can field it.
changed from 220pts to 225pts
changed from having 4 hellstrike missiles ( infinite range; S8;AP3:Heavy 1, One-Shot) to getting 4 Stormstrike missiles (72" S8;AP2;Heavy 1, Concussive, One-Shot)
lost the option of replacing ANY weapons.
lost the option of buying ceramite armour.
only marines, dark angels, and wolves can field it.
Last edited by dusktiger on Tue Mar 18, 2014 9:53 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
JAVELIN ATTACK SPEEDER
now officially stamped as 40k approved
75pts base
has deep strike and outflank
comes with heavy bolter and TL Cyclone missile launcher
missiles can become lascannons
heavy bolter can turn into a heavy flamer or multi melta
can buy up to 2 HK Missiles, and a searchlight.
fast choice for all marine armies.
bought as a standalone speeder.
now officially stamped as 40k approved
75pts base
has deep strike and outflank
comes with heavy bolter and TL Cyclone missile launcher
missiles can become lascannons
heavy bolter can turn into a heavy flamer or multi melta
can buy up to 2 HK Missiles, and a searchlight.
fast choice for all marine armies.
bought as a standalone speeder.
Last edited by dusktiger on Tue Mar 18, 2014 9:53 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
LUCIUS DREADNOUGHT DROP POD
dropped from 65pts back to 50pts
they clarify that although it is an assault vehicle, and a dread can assault the same turn it exits the pod, it still cannot assault the turn it deep strikes onto the board.
the turn the pod arrives on, it gains shrouded. the dread also gains this rule so long as it stays on the model, including standing on the open doors. it also confers shrouded to any unit that's targeted where the LOS of the shooter passes through or over any part of the model.
they specify it can carry 1 dreadnought of any type. this includes the contemptors, as its in their optional transport listings.
available to all marine armies.
dropped from 65pts back to 50pts
they clarify that although it is an assault vehicle, and a dread can assault the same turn it exits the pod, it still cannot assault the turn it deep strikes onto the board.
the turn the pod arrives on, it gains shrouded. the dread also gains this rule so long as it stays on the model, including standing on the open doors. it also confers shrouded to any unit that's targeted where the LOS of the shooter passes through or over any part of the model.
they specify it can carry 1 dreadnought of any type. this includes the contemptors, as its in their optional transport listings.
available to all marine armies.
Last edited by dusktiger on Tue Mar 18, 2014 10:09 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
Chaos lost the ability to field a fire raptor? I really like the unit.. especially with reaper upgrade.
System Commander- System Commander
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Join date : 2008-02-26
Re: imperial armour Vol II, 2nd edition changes
the book only covers loyalist models. so thats just the loyalist fire raptor that i listed. it has absolutely zero rules for chaos on any of the models in the book. so chaos probably gets to keep rocking the pdf rules for it since there isnt a book listing their variant just yet. future siege of vraks books maybe?System Commander wrote:Chaos lost the ability to field a fire raptor? I really like the unit.. especially with reaper upgrade.
Re: imperial armour Vol II, 2nd edition changes
DEATHSTORM DROP POD
this now has to pay 25pts to gain the Drop Pod Assault rule to be counted towards your total number of pods that come in turn one.
this now has to pay 25pts to gain the Drop Pod Assault rule to be counted towards your total number of pods that come in turn one.
Re: imperial armour Vol II, 2nd edition changes
CHAPLAIN DREADNOUGHT
this now has 2 new arm choices; it can take a flamestorm cannon arm instead of the multi-melta for +20pts, or take a 2nd fist arm with storm bolter for 15pts
he's an elite for marines and dark angels only.
this now has 2 new arm choices; it can take a flamestorm cannon arm instead of the multi-melta for +20pts, or take a 2nd fist arm with storm bolter for 15pts
he's an elite for marines and dark angels only.
Re: imperial armour Vol II, 2nd edition changes
MARK 5 MORTIS DREADNOUGHTS
115pts base
if they didnt move that turn, they gain interceptor and skyfire.
they start with missile launcher arms.
can upgrade to heavy bolters, autocannons, or lascannons.
elites choice, available to marines. limit one per detachment.
elite choice for Dark Angels, no limit per detachment.
115pts base
if they didnt move that turn, they gain interceptor and skyfire.
they start with missile launcher arms.
can upgrade to heavy bolters, autocannons, or lascannons.
elites choice, available to marines. limit one per detachment.
elite choice for Dark Angels, no limit per detachment.
Last edited by dusktiger on Tue Mar 18, 2014 11:36 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
CONTEMPTOR DREADNOUGHTS
these are now RA 10
now comes with a searchlight instead of buying one.
no longer gets to buy a targeting augury to increase its BS to 5
elite for marines and dark angels.
these are now RA 10
now comes with a searchlight instead of buying one.
no longer gets to buy a targeting augury to increase its BS to 5
elite for marines and dark angels.
Re: imperial armour Vol II, 2nd edition changes
MORTIS CONTEMPTOR DREADNOUGHTS
these jumped from 155pts to 175pts.
dropped from BS 5 to BS 4.
lost the option of dual plasma cannon arms.
comes with a searchlight now instead of buying one.
these jumped from 155pts to 175pts.
dropped from BS 5 to BS 4.
lost the option of dual plasma cannon arms.
comes with a searchlight now instead of buying one.
Re: imperial armour Vol II, 2nd edition changes
DAMOCLES COMMAND RHINO
jumped from 60pts to 75pts
changed from getting to re-roll a single reserve roll per turn, to now letting you choose to add +1 or -1 to and reserve roll result you roll while its on the table.
limit 0-1 HQ, but does not occupy any HQ slots, so it cant be your mandatory HQ for your army.
for any marine army.
jumped from 60pts to 75pts
changed from getting to re-roll a single reserve roll per turn, to now letting you choose to add +1 or -1 to and reserve roll result you roll while its on the table.
limit 0-1 HQ, but does not occupy any HQ slots, so it cant be your mandatory HQ for your army.
for any marine army.
Re: imperial armour Vol II, 2nd edition changes
NEW UNIT; INFERNUM PATTERN RAZORBACK
because they dropped the option of a Multi-melta on a razorback in the 6th ed codex, they made this guy. 65pts. any marine army. moving on.
because they dropped the option of a Multi-melta on a razorback in the 6th ed codex, they made this guy. 65pts. any marine army. moving on.
Re: imperial armour Vol II, 2nd edition changes
TARANTULA SENTRY GUNS
15pts each.
BS 3, T 6, W 2, 3+ Save
unit size 1-3 sentry guns
starts with TL heavy bolters, turn into TL lascannon for 10pts, Multi Melta with searchlight for 5pts.
heavy choice for all marine armies.
entire unit can swap to hyperios launchers @ 20pts/model
one hyperios launcher can pay another 10pts to turn into a command platform.
entire unit can buy camo netting (shrouded USR) for 10pts/turret
entire unit can buy deep strike for 10pts/turret
command platforms let the other 2 turret gain split fire and they dont have to roll a Ld test to do so. if its destroyed, they lose split fire.
when deploying the turrets, you have to pick one of 2 firing modes. once chosen, the choice is LOCKED IN all game. point defense; they get a 36" range, in a 90 degree forward arc. sentry mode; 18" range, 360 degree firing arc.
they also have targeting priority based on the weapon type they have; heavy bolters prioritize non-vehicle units first. lascannons and multi meltas will shoot at vehicles and MCs first until destroyed/killed.
hyperios launchers ignore both the firing mode rule, and the targeting priority rule and just fire normally.
15pts each.
BS 3, T 6, W 2, 3+ Save
unit size 1-3 sentry guns
starts with TL heavy bolters, turn into TL lascannon for 10pts, Multi Melta with searchlight for 5pts.
heavy choice for all marine armies.
entire unit can swap to hyperios launchers @ 20pts/model
one hyperios launcher can pay another 10pts to turn into a command platform.
entire unit can buy camo netting (shrouded USR) for 10pts/turret
entire unit can buy deep strike for 10pts/turret
command platforms let the other 2 turret gain split fire and they dont have to roll a Ld test to do so. if its destroyed, they lose split fire.
when deploying the turrets, you have to pick one of 2 firing modes. once chosen, the choice is LOCKED IN all game. point defense; they get a 36" range, in a 90 degree forward arc. sentry mode; 18" range, 360 degree firing arc.
they also have targeting priority based on the weapon type they have; heavy bolters prioritize non-vehicle units first. lascannons and multi meltas will shoot at vehicles and MCs first until destroyed/killed.
hyperios launchers ignore both the firing mode rule, and the targeting priority rule and just fire normally.
Re: imperial armour Vol II, 2nd edition changes
RAPIER WEAPONS BATTERY
dropped from 60pts to 40pts
now starts with a quad heavy bolter, and upgrades to a laser destroyer for 15pts
quad heavy bolters are basically 2 twin-linked heavy bolters. = 6 TL shots.
taken as a squadron of 1-3
each unit in the squad is a gun, plus 2 gunner crewmen each.
available to any marine army.
dropped from 60pts to 40pts
now starts with a quad heavy bolter, and upgrades to a laser destroyer for 15pts
quad heavy bolters are basically 2 twin-linked heavy bolters. = 6 TL shots.
taken as a squadron of 1-3
each unit in the squad is a gun, plus 2 gunner crewmen each.
available to any marine army.
Re: imperial armour Vol II, 2nd edition changes
ADEPTAS SORORITAS REPRESSOR
they now specify the following for firing points:
so they have 8 fire points for the unit of 10 models inside. with a free storm bolter and heavy flamer on the tank. ouch.
they now specify the following for firing points:
2 models can fire from the top hatch. in addition, there are 3 firing points on either side of the troop compartment, each of which may be fired out of by a single passenger.
so they have 8 fire points for the unit of 10 models inside. with a free storm bolter and heavy flamer on the tank. ouch.
Re: imperial armour Vol II, 2nd edition changes
dusktiger wrote:MARK 5 MORTIS DREADNOUGHTS
115pts base
if they didnt move that turn, they gain interceptor and skyfire.
they start with missile launcher arms.
can upgrade to heavy bolters, autocannons, or lascannons.
elites choice, available to marines and dark angels. limit one per detachment.
Unlimited in DA detachments....
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Re: imperial armour Vol II, 2nd edition changes
NEW THING: LEGACIES OF GLORY
this is like a relics list, but for your vehicles. any vehicle is allowed to purchase from this list, but each legacy can only be bought once per army, just like relics. a limit of one vehicle per 1000 points is allowed to buy a legacy. Here's the list:
Battle of Keylek
may be taken by any marine vehicle mounted with a Blast-type weapon for 35 points, or by any super-heavy vehicle for 75pts.
the blast weapon(s) on the vehicle gain Ignores Cover.
Ullanor Crusade
may be taken by any tank for 25 points, or any super-heavy for 50 points, or any Walker for 20 points.
tank gains Preferred Enemy (Orks). Walker gains Hatred (Orks).
Enemy models that assault this vehicle must re-roll successful hits in the first round of each combat.
War of Murder
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
vehicle gains Monster Hunter, and all friendly marine units within 6" become Fearless.
Battle of Sarosh
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
Once per game, one of its weapons gains Skyfire, Interceptor, Tank hunters, and Night Vision. declare before rolling to hit.
Isstvan III
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
vehicle gains Preferred Enemy (Chaos marines), and automatically passes Dangerous Terrain tests for passing through ruins and similar terrain.
Burning of Prospero
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
Vehicle gains Adamantium Will. (+1 to deny the witch rolls). HOWEVER, if the psychic attack is a witchfire-type, then it becomes a +2 to deny the witch rolls.
Isstvan V Dropsite Massacre
may be taken by any vehicle with the Deep Strike rule for 20 points.
the vehicle never scatters when deep striking onto the board.
Battle of Calth
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
vehicle gains Preferred Enemy (Chaos marines), and enemy warlords within 12" suffer -1 to their Ld.
Battle of Signus Prime
may be taken by any vehicle for 35 points, or any super-heavy for 70 points.
vehicle gains Preferred Enemy (Chaos Daemons), friendly marines within 6" at the begin of the turn gain Furious Charge for the entire turn.
Battle of the Phall System
may be taken by any Thunderhawk, or Storm Eagle (any variant) for 40 points.
their Jink save is improved by +1. the Thunderhawk gets a Jink save of 6+
Thramas Crusade
may be taken by any vehicle for 40 points, or any super-heavy for 80 points.
friendly marines within 12" gain Fearless.
Schism of Mars
may be taken by any tank for 25 points, or any super-heavy for 50 points.
tank gains Tank Hunters, and becomes +1 BS vs Daemonforge models. also gets to ignore Haywire results on a roll of 4+
Battle of Terra
may be taken by any vehicle for 40 points, or any super-heavy for 80 points.
gains It Will Not Die.
Icon of Glory
may be taken by any vehicle for 50 points, or any super-heavy for 100 points.
player desides at beginning of game if vehicle gains +1 to BS or WS. if the army's warlord is within 2", the range of any warlord trait he has from the 'Command' category is extended by 6". if the mission involves objectives or victory points, destroying this vehicle gives your enemy a bonus VP.
Shrouded Provenance
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
if it didnt already have it, model gains the Venerable rule. However, the vehicle is always treated as an Ally of Convenience to units in its own detachment, and as a Desperate Ally by units in any allied detachment.
Ancient Mariner
may be taken by any transport vehicle for 10 points.
when the vehicle or any models its transported trigger an Archeotech Artefact, or mysterious Terrain roll, they may re-roll the result.
this is like a relics list, but for your vehicles. any vehicle is allowed to purchase from this list, but each legacy can only be bought once per army, just like relics. a limit of one vehicle per 1000 points is allowed to buy a legacy. Here's the list:
Battle of Keylek
may be taken by any marine vehicle mounted with a Blast-type weapon for 35 points, or by any super-heavy vehicle for 75pts.
the blast weapon(s) on the vehicle gain Ignores Cover.
Ullanor Crusade
may be taken by any tank for 25 points, or any super-heavy for 50 points, or any Walker for 20 points.
tank gains Preferred Enemy (Orks). Walker gains Hatred (Orks).
Enemy models that assault this vehicle must re-roll successful hits in the first round of each combat.
War of Murder
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
vehicle gains Monster Hunter, and all friendly marine units within 6" become Fearless.
Battle of Sarosh
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
Once per game, one of its weapons gains Skyfire, Interceptor, Tank hunters, and Night Vision. declare before rolling to hit.
Isstvan III
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
vehicle gains Preferred Enemy (Chaos marines), and automatically passes Dangerous Terrain tests for passing through ruins and similar terrain.
Burning of Prospero
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
Vehicle gains Adamantium Will. (+1 to deny the witch rolls). HOWEVER, if the psychic attack is a witchfire-type, then it becomes a +2 to deny the witch rolls.
Isstvan V Dropsite Massacre
may be taken by any vehicle with the Deep Strike rule for 20 points.
the vehicle never scatters when deep striking onto the board.
Battle of Calth
may be taken by any vehicle for 20 points, or any super-heavy for 40 points.
vehicle gains Preferred Enemy (Chaos marines), and enemy warlords within 12" suffer -1 to their Ld.
Battle of Signus Prime
may be taken by any vehicle for 35 points, or any super-heavy for 70 points.
vehicle gains Preferred Enemy (Chaos Daemons), friendly marines within 6" at the begin of the turn gain Furious Charge for the entire turn.
Battle of the Phall System
may be taken by any Thunderhawk, or Storm Eagle (any variant) for 40 points.
their Jink save is improved by +1. the Thunderhawk gets a Jink save of 6+
Thramas Crusade
may be taken by any vehicle for 40 points, or any super-heavy for 80 points.
friendly marines within 12" gain Fearless.
Schism of Mars
may be taken by any tank for 25 points, or any super-heavy for 50 points.
tank gains Tank Hunters, and becomes +1 BS vs Daemonforge models. also gets to ignore Haywire results on a roll of 4+
Battle of Terra
may be taken by any vehicle for 40 points, or any super-heavy for 80 points.
gains It Will Not Die.
Icon of Glory
may be taken by any vehicle for 50 points, or any super-heavy for 100 points.
player desides at beginning of game if vehicle gains +1 to BS or WS. if the army's warlord is within 2", the range of any warlord trait he has from the 'Command' category is extended by 6". if the mission involves objectives or victory points, destroying this vehicle gives your enemy a bonus VP.
Shrouded Provenance
may be taken by any vehicle for 30 points, or any super-heavy for 60 points.
if it didnt already have it, model gains the Venerable rule. However, the vehicle is always treated as an Ally of Convenience to units in its own detachment, and as a Desperate Ally by units in any allied detachment.
Ancient Mariner
may be taken by any transport vehicle for 10 points.
when the vehicle or any models its transported trigger an Archeotech Artefact, or mysterious Terrain roll, they may re-roll the result.
Last edited by dusktiger on Tue Mar 18, 2014 11:36 pm; edited 1 time in total
Re: imperial armour Vol II, 2nd edition changes
your right, i missed they specify that by the way they wrote it out. here's the exact quote:Roland wrote:Unlimited in DA detachments....
a mark 5 mortis dreadnought is an elites choice for a codex: dark angels army.
it may also be taken in a codex: space marines army, a Tyrant's Legion army, or a Siege Assault Vanguard army,
any of which may take one per detachment.
Re: imperial armour Vol II, 2nd edition changes
dusktiger wrote:TARANTULA SENTRY GUNS
15pts each.
BS 3, T 6, W 2, 3+ Save
unit size 1-3 sentry guns
starts with TL heavy bolters, turn into TL lascannon for 10pts, Multi Melta with searchlight for 5pts.
heavy choice for all marine armies.
entire unit can swap to hyperios launchers @ 20pts/model
one hyperios launcher can pay another 10pts to turn into a command platform.
entire unit can buy camo netting (shrouded USR) for 10pts/turret
entire unit can buy deep strike for 10pts/turret
command platforms let the other 2 turret gain split fire and they dont have to roll a Ld test to do so. if its destroyed, they lose split fire.
when deploying the turrets, you have to pick one of 2 firing modes. once chosen, the choice is LOCKED IN all game. point defense; they get a 36" range, in a 90 degree forward arc. sentry mode; 18" range, 360 degree firing arc.
they also have targeting priority based on the weapon type they have; heavy bolters prioritize non-vehicle units first. lascannons and multi meltas will shoot at vehicles and MCs first until destroyed/killed.
hyperios launchers ignore both the firing mode rule, and the targeting priority rule and just fire normally.
It should be noted both units were moved from FA to HS.
On a general note, the 30k stuff is usually noted as a "relic". Ie a relic infernus predator, these are 0-1 unless you have a master of relics. As in you can only have 1 relic unit, period. The idea of a MotF with a bunch of 30k units sounds pretty sweet...
Roland- Lord of Titan
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Join date : 2011-01-26
Location : Saskatoon
Re: imperial armour Vol II, 2nd edition changes
yea, havent gone through all the units yet. out of the one i skimmed through, the whirlwind scorpius, the deimos predators armed with the Heavy Conversion Beamer or a Plasma Destroyer, the Sicaran tank, fire raptors, javelin attack speeders, are all Relics of the Armoury.
didnt catch that tarantulas used to be FA.
didnt catch that tarantulas used to be FA.
Re: imperial armour Vol II, 2nd edition changes
I had theory hammered a "TSA" dark angels list. Mortis dreads, Hyperios WW and Hyperios launchers (3x2). All the facts had flakk and there was a Libby with an aegis line. Will have to be modified.
Roland- Lord of Titan
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Join date : 2011-01-26
Location : Saskatoon
Re: imperial armour Vol II, 2nd edition changes
diemos pred with plasma destroyer just sounds like money to me, too bad it cant have plasma cannon sponsons.
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