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Posted: Thu Jul 13, 2006 11:32 am
How many chapters are in the space marines ?
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Posted: Thu Jul 13, 2006 1:19 pm
More then a hundred, or more then a thousand, one of those two. And no, there is no final list of all chapters in the Imperium, with all the s**t going on about super-secret tree house chapters or those lost to the warp.
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Posted: Thu Jul 13, 2006 7:28 pm
Lt. Brookman wash_away erm, I know my templar codex doesn't need a marine codex. because the only marine codex I have has the crimson fist's on the cover confused Old codex, buy the new one immediately! I play templar, I don't need the new codex. Mine's newer then theres 3nodding
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Posted: Thu Jul 13, 2006 7:29 pm
Lt. Brookman More then a hundred, or more then a thousand, one of those two. And no, there is no final list of all chapters in the Imperium, with all the s**t going on about super-secret tree house chapters or those lost to the warp.
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Posted: Thu Jul 13, 2006 10:16 pm
wash_away Lt. Brookman More then a hundred, or more then a thousand, one of those two. And no, there is no final list of all chapters in the Imperium, with all the s**t going on about super-secret tree house chapters or those lost to the warp. Why the feck are you quoting this without a reply..?
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Posted: Fri Jul 14, 2006 12:38 am
_MS_ How many chapters are in the space marines ? Well, upon the background fluff I hold in my hands, there are 20 first founding chapters (first ones ever to be greated, example Dark Angels, Blood Angels, etc.) (21, according to the fluff, it claims that there are 3 chapters that records we´re removed/gone missing. Many rumours lies around, but never been confirmed.)
and about 134 chapters recorded (either in WD, Novels or otherwise only knowed by names), but this list quite old, so it should be around 200-300 recorded chapters so far.wash_away Lt. Brookman wash_away erm, I know my templar codex doesn't need a marine codex. because the only marine codex I have has the crimson fist's on the cover confused Old codex, buy the new one immediately! I play templar, I don't need the new codex. Mine's newer then theres 3nodding No, that codex you hold in your hands (the one with the Crimson Fists on the cover) is outdated. On the new codex (Ultramarines with Marneus Galgar batteling agains the Tyranids) there are many new updates for certain units and characters, such as 1 Dreadnought can be a "Venerable", two points calculation system (IE: plasma pistol 15/10 (first points value for models with more then 1 wound/second points value for models with only 1 wound.), and that you can count a commander with a chaplain and a librerian attached to command squad as ONE HQ choice.
You must posses a copy of new space marine codex in order to play with the Black Templars.
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Posted: Fri Jul 14, 2006 7:09 am
Lt. Brookman wash_away Lt. Brookman More then a hundred, or more then a thousand, one of those two. And no, there is no final list of all chapters in the Imperium, with all the s**t going on about super-secret tree house chapters or those lost to the warp. Why the feck are you quoting this without a reply..? I did answer, I bolded the one that I thought was right. I just remember that's what I heard from our "fluffy guy"
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Posted: Fri Jul 14, 2006 7:11 am
Quote: No, that codex you hold in your hands (the one with the Crimson Fists on the cover) is outdated. On the new codex (Ultramarines with Marneus Galgar batteling agains the Tyranids) there are many new updates for certain units and characters, such as 1 Dreadnought can be a "Venerable", two points calculation system (IE: plasma pistol 15/10 (first points value for models with more then 1 wound/second points value for models with only 1 wound.), and that you can count a commander with a chaplain and a librerian attached to command squad as ONE HQ choice. You must posses a copy of new space marine codex in order to play with the Black Templars. but my codex has all the stat's information and everything, if you havn't looked at it it's not like armagedon codex. this is it's own full fledged stat's on all unit's codex. it has what I can put in a tac squad, the updated armoury, that dreadnought info. all up dated for the templar's.
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Posted: Sun Jul 16, 2006 10:08 am
That´s an interesting notion. neutral Need to check on that one myself.
Oh by the way, a player at the GW-shop I visit on regular basis gave an interesting insight:
He claims/says that terminators (other then sergeants) could swap theyr power fists to power-swords and etc, due to the fact that they posses terminator honours, which is a common item to use to gain access to the space marine armoury.
Can somebody veteranic/wiser clarify if such claimend is true or false? I´m itching on the future plan to swap atleast one squads power-fists to power-swords or atleast do that to the terminator-command squad. twisted
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Posted: Sun Jul 16, 2006 12:37 pm
No, they can't do that. They can replace their ranged weapons for + points, but not their powerfists.
-Mykal
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Posted: Sun Jul 16, 2006 11:39 pm
Darn...oh well, no mind. ^w^ I´ll still make my kick-a** command squad. domokun With fists of course. ninja
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Posted: Wed Jul 19, 2006 7:36 am
Does anyone else think the 4 commanders for 2 Hq choices is stupid? You'd have to be using the commanders for multiple coompanies fluff-wise and this simply doesn't make sense.
Also Terminators can opt to "turn off" their powerfists and attack like normal marines, right? otherwise "furious assult" would be totally useless for them.
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Posted: Wed Jul 19, 2006 8:26 am
ubergeist Does anyone else think the 4 commanders for 2 Hq choices is stupid? You'd have to be using the commanders for multiple coompanies fluff-wise and this simply doesn't make sense. Also Terminators can opt to "turn off" their powerfists and attack like normal marines, right? otherwise "furious assult" would be totally useless for them. No 4 commanders would make sense, although 4 3 wound characters wouldnt ^^. A Commander has his second in command and all that bolony. At any rate, Afaik they cannot "turn" off their powerfist, but in theory, every model has a close combat weapon (which does nothing) which in theory could be used instead of powerfists. Don't quote me on that though. And why wouldn furious charge be useful, it would be less useful, seeing as you will get +1 str on the charge only instead of +1 str and + 1Ini, but you still raise your strength to 9. Besides, SM isnt the only army out there, CSM, which have the same option -could- be given daemon strength aswell, and in that combo, we can start insta killing toughness 5, which is allot more useful.
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Posted: Wed Jul 19, 2006 7:43 pm
Seraphine-Exalted ubergeist Does anyone else think the 4 commanders for 2 Hq choices is stupid? You'd have to be using the commanders for multiple coompanies fluff-wise and this simply doesn't make sense. Also Terminators can opt to "turn off" their powerfists and attack like normal marines, right? otherwise "furious assult" would be totally useless for them. No 4 commanders would make sense, although 4 3 wound characters wouldnt ^^. A Commander has his second in command and all that bolony. At any rate, Afaik they cannot "turn" off their powerfist, but in theory, every model has a close combat weapon (which does nothing) which in theory could be used instead of powerfists. Don't quote me on that though. And why wouldn furious charge be useful, it would be less useful, seeing as you will get +1 str on the charge only instead of +1 str and + 1Ini, but you still raise your strength to 9. Besides, SM isnt the only army out there, CSM, which have the same option -could- be given daemon strength aswell, and in that combo, we can start insta killing toughness 5, which is allot more useful. i heard power fists had to be ternd on beffor the attack spellings bad......
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Posted: Thu Jul 20, 2006 4:05 am
onislayerman i heard power fists had to be ternd on beffor the attack spellings bad...... lol That's a load of bollocks.
What next, a lasgun running out of ammo. lol
-Mykal
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