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post #261 of 646 (permalink) Old 05-13-17, 04:29 PM
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New Warhammer 40,000 – War Zone: Damocles

Another new bit of Warhammer 40,000 lore from the new edition for you today.
The Damocles Gulf has been a hotly contested region for the century, with the T’au Empire seeking to expand its territory and locking horns with well established, but hard-pressed Imperial forces. The war has been bloody on both sides with the death of a Space Marine Chapter Master answered with the assassination of key Ethereal personnel – there’s a lot of bad blood.

The Imperium, seeking a swift resolution to the conflict in the face of mounting pressures elsewhere, used a pretty drastic solution at the finale of the last campaign – launching world-ending incendiaries into the nebulae of gases across the war zone, effectively setting fire to the entire Damocles Gulf and denying it to both sides!
Problem solved, right?

Wrong.
The Cicatrix Maledictum, the great warp rift that split the galaxy in half, snuffed out the multi-system-spanning firestorm – the war for the Damocles Gulf is back on! With the Imperial defenders pressed hard on every front from Chaos incursions, reemergent Necron dynasties, and ravenous Tyranid hive fleets, the T’au were quick to react to the new opportunity. They launched their Fifth Sphere Expansion to fight back against these terrors of the galaxy, seeking out new worlds and claiming more territory for the Greater Good.

Wait, fifth? What happened to number four?
Yeah, about that. So, the dynamic and ever optimistic T’au might have been a little over-eager to embark on a new expansion.
The Fourth Sphere Expansion fleet set off almost immediately once the fires in the Gulf had subsided, but with the Great Rift still raging through that region of space, all contact with them was soon lost. Were they all killed by some unknown attacker(s)? Did they just lose contact due to interference? Perhaps they entered the Warp – intentionally or not – becoming lost (or worse) in the violent empyrean tides? Maybe they will yet be found, or emerge somewhere unexpected in the galaxy, a lost portion of this optimistic new empire ever intent on conquest…

We’ll have to wait and see.
Tomorrow, we’ll have more from the new Warhammer 40,000 rules when we look at Stratagems.






So the Tau just got a get-out-of-jail card, with the Crimson Path snuffing out the damocles gulf inferno. I wonder where the lost fourth fleet will end up, but im expecting a new branch of the Tau empire to appear in a new place in the galaxy.
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post #262 of 646 (permalink) Old 05-13-17, 04:34 PM
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Originally Posted by Brother Lucian View Post
I wonder where the lost fourth fleet will end up, but im expecting a new branch of the Tau empire to appear in a new place in the galaxy.
There was that snippet from an article that said some areas felt centuries pass in moments, things are getting pretty timey-wimey in 40k these days.

Three more warzones to go: Ultramar (Nids, Orks, Chaos), Baal (Nids, Chaos, likely Necron allies), and Fenris (SW featured in the nu-marine teaser video).

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #263 of 646 (permalink) Old 05-13-17, 04:36 PM
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There was that snippet from an article that said some areas felt centuries pass in moments, things are getting pretty timey-wimey in 40k these days.

Three more warzones to go: Ultramar (Nids, Orks, Chaos), Baal (Nids, Chaos, likely Necron allies), and Fenris (SW featured in the nu-marine teaser video).
What have temporal distortions to do with the tau?
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post #264 of 646 (permalink) Old 05-13-17, 04:45 PM
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The Fourth Sphere of Expansion set out asap after the space fire went out, is it so unreasonable that contact was lost with them because they got caught in a temporal distortion?

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #265 of 646 (permalink) Old 05-13-17, 04:51 PM
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The Fourth Sphere of Expansion set out asap after the space fire went out, is it so unreasonable that contact was lost with them because they got caught in a temporal distortion?
Ah, I see what you meant. Though Tau have never had good warp tech and flying blindly into the biggest warpstorm ever is surely likely to send you on a star trek Voyager like trip across the galaxy.
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post #266 of 646 (permalink) Old 05-13-17, 06:49 PM
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Warhammer 40,000 Faction Focus: Chaos Daemons

Frankie from the SoCal Open is back, Warhammer Community readers!



Today I am here to spread the good word about the various Chaos Gods. Have you accepted our dark lords as your masters?

First, our mighty lord, Khorne. Khorne is not what you’d call a complex deity. His desires are straightforward: blood and skulls! Next you have Tzeentch, the god of knowledge and self-growth…as in growing a few extra limbs and growing knowledge of forbidden lore that will drive you insane by learning it. Slaanesh is the lord of excess, and the followers of She Who Thirsts are all about (over)indulgence. Lastly, you have the happiest of the Chaos Gods, Nurgle. He brings entropy to the universe with a laugh and a smile, sharing his many generous gifts of flesh-melting diseases and fly-blown poxes.

Chaos Daemons are one of the most powerful armies currently in Warhammer 40,000. You’ve got large Screamer units running around with re-rollable 2+ invulnerable saves due to the various bonuses available to them, Daemon Princes flying around the table blasting people with mind bullets, Pink Horrors splitting into Blue into Brimstones. If that weren’t enough, legions of fresh Daemons can currently be summoned onto the tabletop from the Warp at no points cost.

Daemons also currently control the Psychic phase with what feels like millions of Warp charge dice. And I know I am not the only one who loses track of the incredible complexity of the Daemon army. A Daemons player currently rolls on several charts before the game starts to find out what their army does – it feels like you need a flowchart sometimes.

But what about Daemons in the new Warhammer 40,000? Let’s run through this preview one god at a time, shall we?

Khorne blesses his devotees with an increased ability to reap skulls in his name. These models charge up the table taking skulls for the Skull Throne with Unstoppable Ferocity, which grants them a bonus attack and a point of Strength in combat if they charge or are charged. This turns already formidable melee units into killing machines! Your Bloodthirster will be a king of melee when he charges, as he should be.

Tzeentch grants his minions the ability of Ephemeral Form, giving his Daemons +1 to their invulnerable saves. Wow, that’s good! A Lord of Change with that boost will be quite powerful indeed, with a 4+ invulnerable save and SIXTEEN wounds!

Your opponents will come to fear not just the big models though, as even your basic Horrors have the ability to lay low even the mightiest of enemies with their psychic might. You will want to include several units of these in your Tzeentch army to deal with some of the tougher enemy units out there.

Save some Reinforcement Points for Blue Horrors and Brimstone Horrors as well, as these still split out of their parent unit like a series of Russian Dolls and are great for grabbing objectives and keeping enemy units busy long after other units would have been destroyed.

Slaanesh is all about speed, baby. They will almost always swing first in combat, even if they did not charge, due to their Quicksilver Swiftness special rule! This means even relatively fragile units such as Daemonettes can be a threat at all times. They’re one of my favourite units – I own nearly 100 of them at present (I might have a problem) – and I can’t wait to get them on the table.

The good news is that these crab-armed warriors are absolutely lethal, especially if taken in units of twenty or more models. In large units like this, the Graceful Killers special rule grants them a bonus attack with their Piercing Claws (which are resolved at AP-4 when you roll a 6+ to wound!) allowing them to slice through armour in melee.

Last, but certainly not least, we’ve got Papa Nurgle and his motley crew. Probably the coolest models in the Nurgle Daemon line are the Nurglings, in my opinion. These little buggers were often taken in the past just to fulfil the Troop requirement, but in the new Warhammer 40,000, they will be taken for their ability to deploy near enemy models and engage them quickly, tying them up or simply getting in their way using their Mischief Makers special rule. That would normally be a very dangerous proposition for a unit of little guys, but the children of Nurgle are Disgustingly Resilient – which means they ignore wounds on a roll of 5 or 6!

Well, that is all we have on the Daemons faction in the new Warhammer 40,000 for today. I hope you all enjoyed the read and are looking forward to spreading the dominion of the Dark Gods to a tabletop near you!
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post #267 of 646 (permalink) Old 05-14-17, 07:14 PM
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From https://www.warhammer-community.com/...mepage-post-4/

New Warhammer 40,000: Stratagems



Stratagems are a key part of the new Warhammer 40,000 game.
These represent your army’s commanders marshalling their forces and vital orders coming down from high command (that’s you!).

Any army that is Battle-forged can use Stratagems, and as we’ve established already, it’s very easy to make a Battle-forged army. If your army is Battle-forged by the current rules of Warhammer 40,000, it still can be in the new edition.
Battle-forged armies earn Command Points based on how efficient they are likely to be at the logistics of war. Armies with a balanced mix of unit types and plenty of troops will tend to have more to play with, and every army that is Battle-forged gets 3 Command Points to start with. Some units are such capable and experienced commanders that they give you additional Command Points just by including them. Bjorn the Fell-Handed, for example, the oldest living(ish) loyalist Space Marine, gets you an extra one just for showing up!
As the game plays on, you can use these Command Points to activate a variety of Stratagems. Many of these will be specific to certain missions or factions, but there are three that every army can use:


As you can see, these abilities are nothing to scoff at. That Tactical Re-roll can be used to ensure a critical high-damage attack wounds a key enemy unit. But at the same time, your opponent could just as easily use theirs to re-roll that critical armour save. Or maybe you want to keep ahold of them to make sure you make that vital charge next turn?
Are you expecting to lose half of your biggest Ork squad to a punishing Morale test after taking heavy casualties in the Shooting phase? Not anymore! Auto-pass for 2 CPs.
The Counter-offensive is pretty huge too, with the ability to interrupt your opponent’s battlefield-wide charge to strike ahead of some of their units. It works best, of course, if your units are tough in a fight and at least one of the enemy units is going first, but used correctly, this can swing a game.
In narrative and open play, most missions will include a few extra stratagems too, representing things like preliminary bombardments, proximity mines and silenced weapons.
In matched play, these Stratagems have the additional restriction that the same Stratagem cannot be used by the same player more than once during any single phase. So, if you use that Command Re-roll to pass an armour save in the Fight phase, you can’t then use that same Stratagem to re-roll a hit later in the phase.
So there you go: Stratagems.
We’ll be back tomorrow with news from the Indomitus Crusade.

http://i.imgur.com/aPfHUHy.gif?1




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post #268 of 646 (permalink) Old 05-14-17, 11:35 PM
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Looking forward to news on the Indomitus crusade. I think everyone is twitching to know more about the new marines.
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post #269 of 646 (permalink) Old 05-15-17, 03:07 PM
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A New Breed of Hero


(Use epic movie trailer voice)

For the past 10,000 years, the galaxy has been defended by the awesome might of the Adeptus Astartes – warriors whose origins date back to the gene-forging of the Space Marine Legions on ancient Terra, before even the Great Crusade and the Horus Heresy that followed it.

Over the millennia, some have tried to emulate the process of creating Space Marines, both for good and evil, but none have managed to equal the genius of the Emperor’s finished creation.

Until today.


For ten centuries, Archmagos Dominus Belisarius Cawl has been working on a task set for him by the Primarch Roboute Guilliman: a new legion of warriors. Now, though the Imperium is poised on the brink of annihilation, his task is complete…

The Primaris Space Marine is a new breed of hero for this, the darkest age in the Imperium’s history. These new warriors are the next step in the evolution of the Emperor’s Angels of Death – genetically altered from their brethren to be bigger, stronger and faster – timely reinforcements to the Imperium’s armies as their enemies close in for the kill.

To aid them in battle, these new gene-forged warriors are equipped with new arms and armour forged on holy Mars itself.



The Primaris Space Marine here is an Intercessor wearing Mk X Tacticus armour, a suit that combines the most effective elements of ancestral Horus Heresy patterns of plate with more recent developments in power armour technology. He carries into battle a bolt rifle: the archetypal firearm of Space Marines, re-engineered, re-crafted and perfected*.

At the dawn of the Indomitus Crusade, these phenomenal new warriors join Guilliman as he fights to liberate the scattered bastions of the Imperium. Some, Guilliman has forged into new Space Marine Chapters, whole brotherhoods comprised only of these new warriors. Others he has offered to the existing Space Marine Chapters. Many Chapter Masters have welcomed their Primaris brethren into their ranks, accepting the new reinforcements gladly. Others, though, view these new creations with suspicion or outright hostility, claiming that the Emperor’s work should not have been meddled with.

Though they are a step removed from their brothers, the Primaris Space Marines still bear the gene-seed of their Primarchs, and some dissenting voices worry how this new type of warrior will react with the known genetic quirks and flaws of some of the more unusual Chapters…

*Range 30, Strength 4, AP -1 and Rapid Fire.
Exciting times! The Primaris Space Marines sound like they are going to kick serious face in the far future. Classic Guilliman, playing the long game with this ace up his power-armoured sleeve the whole time he was in stasis. The newly triumphant forces of Chaos had better watch out.

So what does this mean for you gamers and collectors out there and your Space Marine armies? Well, we’ve made this FAQ that explains exactly how this new breed of warriors fit into your collections. For those of you curious as to exactly how these new Space Marines work in the game, we’ll have more details on that later today, so stay posted.
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post #270 of 646 (permalink) Old 05-15-17, 03:15 PM
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A whole new type of Space Marines! That might just be the most exciting thing to happen to the Imperium since Roboute Guilliman woke up from his 10,000 year nap and decided to save the galaxy. But what does their arrival mean? How will it affect your collection or army? What modelling options will you have? Read on to find out.

So, what’s a Primaris Space Marine?

These are a brand-new breed of warrior, commissioned by the Primarch Guilliman and developed in secret on Mars for the past 10,000 years by Archmagos Belisarius Cawl. Find out all about them and check out an awesome video here.

Are all my current Space Marine miniatures redundant now?

No way! Primaris Space Marines do not replace regular (if a superhuman killing machine can be described as ‘regular’) Space Marines. These guys have a few extra genetic enhancements, thanks to Belisarius Cawl, and serve as additional reinforcements in the Adeptus Astartes arsenal, not replacements.

Will there be multiple types of Primaris Space Marines?

You bet. So far you’ve seen the Intercessors, the line infantry clad in Mk X armour, but there are plenty more on the way. And likely vehicles too…

Wait, Mk X armour?

Yup, these guys have new armour: combining the best bits of classic Horus Heresy-era plate, with some fancy tech developed more recently.

Can I field a whole army of Primaris Marines?

You totally can. From a background point of view, some Chapters, especially those decimated in the events of the Gathering Storm, now have entire companies of these new warriors. Others have incorporated squads of Primaris Space Marines into existing Battle Companies. And perhaps most excitingly, Guilliman has founded some entirely new Chapters out of these new Space Marines.

I have an <insert favourite Chapter> army. Can I field Primaris Space Marines?

Any of the galaxy’s many hundreds of Codex Chapters can use Primaris Space Marines, along with many of the less Codex-compliant ones like Dark Angels, Blood Angels and Space Wolves.

So, Primaris are just better in the game, right? What’s the point of using older Space Marines?

Marine to Marine, they certainly have some advantages over a Tactical Squad, but it comes at a cost. These guys will cost more points than standard Space Marines, so you’ll have fewer of them, and their weapon options will be different. For maximum tactical punch, you’ll want to bring all your Space Marines to the tabletop.

What if I don’t want to use them?

Well, aside from missing out on some cool new models and tactical options for your army, then that’s totally cool. You certainly don’t have to include Primaris Space Marines in your Space Marines army. Though when you see the Primaris Redemptor Dreadnought, you’ll want to. Primaris Dreadnought? Did I write that…? Nah. Moving on.

Are the kits compatible with existing Space Marine kits?

Good Question. There are certainly elements of the existing Space Marines kits that will be cross-compatible, while the new armour mark means that some parts won’t mix as easily. Shoulder pads and helmets are the same scale, and will still work, whereas the legs, torso and arms are different, and not quite as interchangeable. In terms of the Primaris sets themselves, you’ll have loads of fun kit-bashing them.

Can I use these guys alongside my Astra Militarum army?

Yeah you can. These new Space Marines will be available to use alongside all Imperial armies to fill some battlefield roles your army might normally struggle with.

Do the Primaris Space Marines play nice with the Adeptus Custodes?

They sure do. Many of the Emperor’s elite golden guard are accompanying Gulliman and the Primaris Space Marines on the Indomitus Crusade.

But I play Chaos! Where are my super-super-human reinforcements?

First off, that’ll teach you for turning your back on the Emperor. Secondly, did you not see the Death Guard teaser video? The Chaos Gods have not been idle – we guarantee there are some warp-charged hulking warriors on their way for you guys in the not too distant future.

Guilliman be blessed, these guys are rad! When can I get them?

Primaris Space Marines will be available alongside the new edition of Warhammer 40,000. Oh and while we’re on the subject, we’ll be announcing the release date before the end of this month…
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