Post by ash on Jul 7, 2008 11:27:51 GMT 9.5
Ripped from elsewhere:
I don’t know if this has already been mentioned but I don’t have time to scrawl though 38 pages whilst I am at work. I just got off the phone with a GW employee – this was from ringing GW mail order at Nottingham - who had the book in front of him and gleaned a few tid bits.
Salamanders Special Character:
NOT Tu’shan – his name is Vulkan Estan he is the ex-4th Company Captain and is a kind of wandering champion. Apparently he has almost inquisition like leverage over the Salamander Chapter, as his task is to seek out and recover 9 holy relics made by Vulkan before he disappeared. Apparently if all 9 are recovered Vulkan will return. Estan has recovered 3 and is using them. One is a Salamander Hide Cloak, one is a Gauntlet which counts as a Heavy Flamer and allows him to re-roll to wound. The third is the Spear of Vulkan - a S6 master crafted power weapon.
On top of this he allows any and all Salamanders in the army to replace their “vanilla” Combat Tactics with the Salamanders version – they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.
In addition (this is a general marine rule) Storm Shields now grant a 3+ Inv. Save against shooting and combat. And all Salamanders Terminator Assault squads come with them, and there thunder hammers are master crafted if Estan is present.
Also I heard the Spearhead will include:
Codex
Drop pod
Telion
Cantor
Sicarius
Tank Commander character
Scout Bikes
5 Vanguard
5 Sternguard
1x Speeder (could be a storm)
Just thought I’d contribute.
Second Post:
Right, now work is over and I can talk in some depth, here is what I was told:
-The special characters are designed to be taken by any chapter using "counts as" rules.
-If you give a commander a bike, bike squads are troops.
-Tac squads can have any number of marines - from 5 to 10, but can only have special/heavy weapons if you take a full 10 man squad. They can be split into combat squads during deployment. To make up for the "must have 10 for special/heavies" rule flamers, missile launchers, multi-meltas and heavy bolters are now FREE - you only pay points to take the rest of the options.
-Drop pod assault: Half the drop pods deploy on turn 1 - these half have "deployment beacons" that allow the rest (held as reserves) to come in more accurately. Tac squads choose to deploy as combat squads AFTER they land.
-Scouts in all their forms (including the storm) infiltrate in one of two ways - normally or can come in as reserves from ANY table edge and get to use their free "scout" move when they arrive. Scouts are still troops - Marine Airbourne Cavalry of Doom anyone?
-3 Dread options - Standard, Venerable, and Ironclad - all separate elite entries. Venerables are back to how they used to be and have WS/BS 5. Ironclads have 13/13/10 armour, can take 2x DCCW, Hurricane bolter, twin linked heavy flamer, and some others, I forget now. It also has a rule which could be a weapon option called the "seismic hammer" which counts as a thunder hammer and allows difficult terrain tests to be re-roll as it batters terrain out of the way.
-Dreads are crazy now weapons include - Assault Cannon, Multi Melta, twin Heavy Bolters, twin Heavy Flamers, twin las cannon, twin autocannon, plasma cannon, DCCW, Missile Launcher, and maybe more I have forgotten. Oh, and AT LEAST the twin autocannon can be purchased for BOTH arms.
-Sternguard vets have DW style ammo, 2 can take special/heavies/special CCW - Including HEAVY FLAMERS. biggrin.gif For +5pts each they can also take ANY combi weapon - and still keep the specialist ammo type.
-Vanguard vets are similar but are combat-heavy and can have jump packs as an option. Interestingly, they can be further upgraded to "Honour Guard" if you take a Company Master.
-Scouts and Characters can take Combi-Grenade launchers, which are the same as they used to be but are now RAPID FIRE.
-Crusader is now cheaper but does not come with the multi-melta - but this can be purchased as a pintle mounted weapon - possible for ALL land raiders. Redeemer flame cannons are S6 AP3 but are NOT inferno cannons - the template has to touch the weapon - however the machine spirit now allows each weapon on the raider to fire at a separate target.
-There are 13 special characters in total. White Scars character confirmed. No model as yet for him or Vulkan.
Thats all I can remember.
Pure hate from me, shocked that the same design team that gave us the new CSM codex - which I can deal with and have even learned to like - turned around and amped the freaking hell out of the SM codex
I don’t know if this has already been mentioned but I don’t have time to scrawl though 38 pages whilst I am at work. I just got off the phone with a GW employee – this was from ringing GW mail order at Nottingham - who had the book in front of him and gleaned a few tid bits.
Salamanders Special Character:
NOT Tu’shan – his name is Vulkan Estan he is the ex-4th Company Captain and is a kind of wandering champion. Apparently he has almost inquisition like leverage over the Salamander Chapter, as his task is to seek out and recover 9 holy relics made by Vulkan before he disappeared. Apparently if all 9 are recovered Vulkan will return. Estan has recovered 3 and is using them. One is a Salamander Hide Cloak, one is a Gauntlet which counts as a Heavy Flamer and allows him to re-roll to wound. The third is the Spear of Vulkan - a S6 master crafted power weapon.
On top of this he allows any and all Salamanders in the army to replace their “vanilla” Combat Tactics with the Salamanders version – they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.
In addition (this is a general marine rule) Storm Shields now grant a 3+ Inv. Save against shooting and combat. And all Salamanders Terminator Assault squads come with them, and there thunder hammers are master crafted if Estan is present.
Also I heard the Spearhead will include:
Codex
Drop pod
Telion
Cantor
Sicarius
Tank Commander character
Scout Bikes
5 Vanguard
5 Sternguard
1x Speeder (could be a storm)
Just thought I’d contribute.
Second Post:
Right, now work is over and I can talk in some depth, here is what I was told:
-The special characters are designed to be taken by any chapter using "counts as" rules.
-If you give a commander a bike, bike squads are troops.
-Tac squads can have any number of marines - from 5 to 10, but can only have special/heavy weapons if you take a full 10 man squad. They can be split into combat squads during deployment. To make up for the "must have 10 for special/heavies" rule flamers, missile launchers, multi-meltas and heavy bolters are now FREE - you only pay points to take the rest of the options.
-Drop pod assault: Half the drop pods deploy on turn 1 - these half have "deployment beacons" that allow the rest (held as reserves) to come in more accurately. Tac squads choose to deploy as combat squads AFTER they land.
-Scouts in all their forms (including the storm) infiltrate in one of two ways - normally or can come in as reserves from ANY table edge and get to use their free "scout" move when they arrive. Scouts are still troops - Marine Airbourne Cavalry of Doom anyone?
-3 Dread options - Standard, Venerable, and Ironclad - all separate elite entries. Venerables are back to how they used to be and have WS/BS 5. Ironclads have 13/13/10 armour, can take 2x DCCW, Hurricane bolter, twin linked heavy flamer, and some others, I forget now. It also has a rule which could be a weapon option called the "seismic hammer" which counts as a thunder hammer and allows difficult terrain tests to be re-roll as it batters terrain out of the way.
-Dreads are crazy now weapons include - Assault Cannon, Multi Melta, twin Heavy Bolters, twin Heavy Flamers, twin las cannon, twin autocannon, plasma cannon, DCCW, Missile Launcher, and maybe more I have forgotten. Oh, and AT LEAST the twin autocannon can be purchased for BOTH arms.
-Sternguard vets have DW style ammo, 2 can take special/heavies/special CCW - Including HEAVY FLAMERS. biggrin.gif For +5pts each they can also take ANY combi weapon - and still keep the specialist ammo type.
-Vanguard vets are similar but are combat-heavy and can have jump packs as an option. Interestingly, they can be further upgraded to "Honour Guard" if you take a Company Master.
-Scouts and Characters can take Combi-Grenade launchers, which are the same as they used to be but are now RAPID FIRE.
-Crusader is now cheaper but does not come with the multi-melta - but this can be purchased as a pintle mounted weapon - possible for ALL land raiders. Redeemer flame cannons are S6 AP3 but are NOT inferno cannons - the template has to touch the weapon - however the machine spirit now allows each weapon on the raider to fire at a separate target.
-There are 13 special characters in total. White Scars character confirmed. No model as yet for him or Vulkan.
Thats all I can remember.
Pure hate from me, shocked that the same design team that gave us the new CSM codex - which I can deal with and have even learned to like - turned around and amped the freaking hell out of the SM codex