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Posted: Wed May 26, 2010 4:39 am
Is Captain Sicarius's Tempest blade master crafted?
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Posted: Wed May 26, 2010 6:27 am
xXAkito-senpaiXx Is Captain Sicarius's Tempest blade master crafted? master-crafted it is not...
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Posted: Wed May 26, 2010 6:41 am
Van Evok xXAkito-senpaiXx Is Captain Sicarius's Tempest blade master crafted? master-crafted it is not... Alright then thanks for the information
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Posted: Wed May 26, 2010 10:30 am
What are every one's thoughts on Sicarius? I hear some say he's useless, while I think he's able to deal with a bit of everything really.
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Posted: Sat May 29, 2010 6:39 am
What are the rules for the auxiliary grenade launcher and the homing beacon? My Elysians have access to those but neither IA8 or the IG codex provide the rules for these options, so they must normally be Marine kit.
Thanks.
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Posted: Sat May 29, 2010 10:53 am
Jason Kharo What are every one's thoughts on Sicarius? I hear some say he's useless, while I think he's able to deal with a bit of everything really. He does have feel no pain and 2+ armour save with 4+ invulnerable and his blade that causes instant death with only one attack so i wouldnt say he is bad or good he is just average.
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Posted: Sat May 29, 2010 3:40 pm
Lt. Brookman What are the rules for the auxiliary grenade launcher and the homing beacon? My Elysians have access to those but neither IA8 or the IG codex provide the rules for these options, so they must normally be Marine kit. Thanks. The 'Nade launcher is statted as a Guard grenade launcher, but at 12". Krak mode is S6 AP4, Frag is S3 AP6. The Homing Beacon (if it works like a Teleport Homer) would allow squads deep striking within 6" of its bearer (or its dropped position, if that is how it works) to get around the necessity of scattering.
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Posted: Sat May 29, 2010 3:49 pm
Caleidah Lt. Brookman What are the rules for the auxiliary grenade launcher and the homing beacon? My Elysians have access to those but neither IA8 or the IG codex provide the rules for these options, so they must normally be Marine kit. Thanks. The 'Nade launcher is statted as a Guard grenade launcher, but at 12". Krak mode is S6 AP4, Frag is S3 AP6. The Homing Beacon (if it works like a Teleport Homer) would allow squads deep striking within 6" of its bearer (or its dropped position, if that is how it works) to get around the necessity of scattering. Thanks, much appreciated.
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Posted: Sun May 30, 2010 12:26 am
re: Sicarius - he's good to go vs ordinary troopers with 2+/+4+inv/fnp, can have a go at characters with killing blow of his blade, but his best feature is re-roll for stealing initiative - nothing ruins a carefully planned alpha strike like stolen initiative... re: homing beacon - it allows deep strike without scatter within 6", teleport homer is similar but only for troops using teleportation for DS (i.e. termies)
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Posted: Sun May 30, 2010 10:09 am
A quick note on the auxiliary grenade launcher: it may be fired in addition to the weapon it is attached to. Best of all, unlike the old version that the Elysians had, this one can be fired every turn. pirate
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Posted: Sun May 30, 2010 11:25 am
Lady Blodwynn A quick note on the auxiliary grenade launcher: it may be fired in addition to the weapon it is attached to. Best of all, unlike the old version that the Elysians had, this one can be fired every turn. pirate Nice! I can see now why they allow veterans to take them as an upgrade.
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Posted: Mon May 31, 2010 1:55 am
Lt. Brookman The Homing Beacon (if it works like a Teleport Homer) would allow squads deep striking within 6" of its bearer (or its dropped position, if that is how it works) to get around the necessity of scattering. Van Evok re: homing beacon - it allows deep strike without scatter within 6", teleport homer is similar but only for troops using teleportation for DS (i.e. termies) Pointing the obvious here; Note, the homer/beacon must be on the table at the start of round in order to be used, so no reserver-runners or drop-pod drops are possible.
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Posted: Mon May 31, 2010 2:55 am
Homing beacons would probably work best on vehicles, especially those that are fast and / or can scout.
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Posted: Tue Jun 01, 2010 1:13 am
I would say a unit with infiltration rule would have much bigger benefit for the homers rather then somone being fast or has scout, simply because you must DS 1st before any regular movements.
Scout and turbo-boost is ok aslong your not running into a spot where the squad might get shot quickly and you got a clear line for it, Infiltrators can be placed in a middel of a board and have them scout+move+run for one turn to get abit close for the DS to have an effect/cause treath.
Then again, having both and forcing your oppoment to choose one is always fun to watch. :p
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Posted: Tue Jun 01, 2010 3:17 am
The Tauros is a fast scouting vehicle that can take a homing beacon, it can't infiltrate though, but being able to range ahead and set up at a choice objective in advance of the incoming reinforcements is still a great deal.
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