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Post by The Supreme Emissary on Aug 7, 2018 18:04:59 GMT -5
(Under construction) This event will be held the whole month of October 2018.
Missions Week1 Week2 Week3 Week4 Final Battle
Rewards Dice, tokens, coins, cards, pins
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Post by The Supreme Emissary on Aug 7, 2018 18:53:52 GMT -5
Discrepancies & Tweaks The KT manual features very odd omissions to some of the datasheets. Most of these seem related to the bits available in the unit’s respective kit boxes, but not all. This means more than a few units cannot represent the full abilities or wargear options they feature in their respective Codex. Now some of these omissions can be argued as being appropriate for the sake of game balance or theme but that has not yet been borne out on the tabletop.
So we are gonna work up a list of missing items and some notes on changes that have been or should/could be made.
Adeptus Astartes p78 Scouts - Scout Sgts are supposed to have access to Sgt Equipment like power and combi weapons. Camp cloaks should not be bound to models from the sniper team box. Scouts should be restricted to 1 gunner. Scouts lose their Concealed Position ability, leaving their infiltrate ability to be represented by mission details or tactics. Tactical Marines - Tactical Gunners should have access to more Heavy weapons. Tactical Sgt should have access to all Melee weapons and Storm Bolters. Reivers - Intercessors - Intercessor Sgt should have access to chainswords and all power weapons along with Plasma Pistols and the power Fist. Intercessors should have access to an Auspex as well since such a model already exists.
Chapter Tactics These bonus abilities as they appear in the SM Codex are very powerful in the KT format. Their omission is quite likely deliberate but they are also a crucial style element, especially when placed next to the Death Guard and Thousand Sons. The following are conceptual replacements for the various chapters unique abilities. Ultramarines - Fall Back and shoot with a -1 to hit White Scars - Fall Back and Charge but with only 1d6 Imperial Fists - Ignore the obscured penalty when shooting with non-grenade weapons not at long range. Black Templars - re-roll failed charge rolls Salamanders - re-roll 1 failed hit and 1 failed wound in each shooting and fight phase. Raven Guard - gets the benefit of being obscured if they are being shot at from long range. Iron Hands - Ignore a mortal/wound on a roll of 6+. Dark Angels - Blood Angels - Space Wolves -
Deathwatch Grey Knights Astra Militarum Adeptus Mechanicus Heretic Astartes Death Guard Thousand Sons Asuryani Drukhari Harlequins Necrons Orks Tau Empire Tyranids Genestealer Cults
Sisters of Battle Chaos Daemons
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