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Admech Changes: Compiled by Justin S

May 21st, 2021 (edited)
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  1. DISCLAIMER: NONE OF THESE CHANGES ARE CONFIRMED, THIS IS ALL HEARSAY AND FROM WHAT I'VE HEARD
  2.  
  3. Army-wide Abilities:
  4.  
  5. Doctrinas:
  6. +1BS/-1WS
  7. +1WS/-1BS
  8. +1 SV/-3" Move
  9. +3" Move/ -1 Save
  10.  
  11. Canticles:
  12. Shroudpsalm
  13. Deathskulls Reroll
  14. +1 Str in Melee
  15. -1 to be hit in Melee
  16. 5+++ vs mortals and ignore combat attrition
  17. drop lowest charge/advance
  18.  
  19.  
  20. Datasheet/Unit:
  21.  
  22. Cawl: Base 5++, but 4++ and -1 dmg WLT, Chapter Master reroll, canticle on a unit, base reroll 1s
  23.  
  24. Skitarii Marshall gives reroll 1s to wound vs Core Skitarii
  25.  
  26. Serberys: Keeps tactica+ 16 for raiders and 20 for sulphurhounds, raiders still have 12" pregame move,
  27.  
  28. Skitarii: 8ppm for both vanguard and rangers, rangers have a 3" pregame move now, are core (obviously) squads of 5-20, 8ppm for both vanguard and rangers, and under 10 models you can only take 1 of each special weapon (like wyches) (not completely sure about the weapon loadout) Rad Carbines are still same profile, but 6s to hit autowound instead of 2d on 6s to wound. Arc Pistol is S5 ap2 d1 (d2 and 4+ wound vs vehicle )
  29.  
  30. Kataphrons: Biker Keyword, still can breach terrain. Heavy Arc is Heavy 2 S6 AP2 D2 (becomes D3 and 4+ wound vs vehicle)
  31.  
  32. Sicarians: Ruststalkers still have 6s mortals with weapons, Infilrators forward deploy, aura is no rr's against them which is also 12" aura. Stalkers dont suffer movement pen from cover, also additional +1 to armor save when in cover. Circuitous Assassins work on both types of Sicarians now
  33.  
  34. Pteraxii: Core, haven't heard anything else except they have a strat to dip at the end of the turn. Skystalkers lose mortal wounds
  35.  
  36. Fulgurites: Priests lose fight twice again, get a 4++ instead of 3++ when they kill. Mortals on 5+s when they charge, and one dice per mini in engagement 15 ppm for both priests
  37.  
  38. Planes: 130 pts for fusilave, 160 for stratoraptor, 110 transvector, Planes have double pivot, Fusilaves are now 6d6 for every monster or vehicle, max 10d6. Seismic bomb stays
  39.  
  40. Technoarchaeologist: Omni-scramblers ability, heal d3 wounds like other priests, make units shoot+ actions
  41.  
  42. Chickens: Can get to move 19", no pts drops, Dragoons have perma -1 to hit, both have core, they shoot better, have a better armor save. Chickens are still squad sizes of 1-6. Both are 3+ save, Dragoons get 4A each.
  43.  
  44. Manipulus can select a unit and give +6" range and +1AP to galvanic, arc, or radium
  45.  
  46. Enginseer gives +1 to hit for one unit
  47.  
  48. Datasmith: DOn't know much except they give kastelans core???
  49.  
  50. Kastelans: can mix and match hand weapons now? Each Kastelan fist gives you 1 more attack. Hand Phosphor goes from S6 AP2 D1 to S6 AP1 D2
  51.  
  52. Onager: Same as we saw on the boxed simplified datasheet, 5++, Canticles of the Omnissiah
  53.  
  54. Skorpius data tether gives +1 LD, belleros goes down to S5
  55.  
  56. IMPERIAL KNIGHTS: We can add a questor mechanicum IK without paying normally paying the superheavy detach CP cost, but we dont lose canticles and forge world dogma.
  57.  
  58. Points (From Korkin#1667):
  59.  
  60. https://docs.google.com/spreadsheets/d/1MMbBjUPCOyBpMgNtH5TX7hcVVcqoBNR3LhTlmbjobNg/edit#gid=0
  61.  
  62. Strats:
  63. Also insane strat that allow you to make one unit fight last fight last
  64. 1CP 4+++ vs Mortal Wounds on Vehicles
  65. No advance and charge in the army, sadly
  66. Elimination Volley: 1CP, kataphron shooting within half range auto-wound on 6s to hit
  67. 1CP: Techpriest can deal MW to vehicles in melee: roll d6, 1=nothing, 2-5= d3 MW, 6=d3+3 MW
  68. 1CP: +1S in close combat to a skitarii unit
  69. 2CP: electropriest in melee gets auto-wound on 6 to hit
  70. 1CP: serberys and ballistari auto-advance +6", heavy weaps becomes assault and they dont get -1 for advancing and shooting with assault weapons
  71. 1CP: Sicarian gets +1A in the first turn of combat
  72. 1CP: vehicle gets 4+++ against MW
  73. 1CP: target an enemy unit within 12" of electropriests. Roll D6 (-1 for characters): 2-5 D3 MW, 6 2D3 MW
  74. Pteraxii Strat: At the end of turn, remove the unit, come back at next reinforcement phase (1CP)
  75. Funky strat with galvanic rifle that can become rapid fire 2 for 2cp
  76. And one strat for radium that allow to autowound anything that isn't a vehicle on 4+ (1CP)
  77.  
  78. Forge Worlds:
  79. Mars: Skitarii gains canticles, reroll a hit roll every time a unit shoots, WoM (1/2CP, 2CP for 11PL+ max 6 mortals)Relic is +3 attacks S+2 AP5 D2 axe
  80. Lucius: +1 to save against 1D weapons, +3" range to weapons, Teleportarium strat (max 2 times in strike force), relic is Veil of Darkness equivalent
  81. Agripinna: Always count as being in defensible, Ap1 on guns within half range, strat is +1T for Kataphrons, relic allows you to select a vehicle within 18" of the bearer and Core and Kataphrons can reroll wound rolls vs that vehicle
  82. Graia: 5+++ vs Mortals, autopass combat attrition. Strat remains the same. Relic for +3" range to command/aura abilities
  83. Stygies: non <core> vehicles are considered being in dense if enemy is more than 18" away, everything else counts as being in dense if enemy is more than 12" away. Enemies can't use defensible terrain against you. Strat: Scout deploy on Core Infantry units, mortal wound bomb relic
  84. Ryza: +1 to wound if you charge/heroic/was charged, +1 to charge, Strat for WoTDA equivalent, Relic is S7 AP2 D2 volkite with 6s to wound being 2 Mortals
  85. Metalica: ignore heavy and assault weapon penalty, enemy always counts as being under half strength for morale when within engagement
  86. Strat: Shoot at a guy within 12", they halve their movement and can't overwatch/set to defend
  87.  
  88. New Custom FW:
  89. Main stuff is ap1 on 6 to wound for core on shoot
  90. Secondaries
  91. -1 to hit if you get charged
  92. 3" to auras
  93. Ap1 against 3+ armor saves
  94.  
  95. Rad-Sat FW :
  96. Main is -1 to S for attacks that target your base stuff from 12" away
  97. Secondaries are
  98. Irradiation at 3" with -1 to s and t
  99. +1s and -1 ap to radium
  100. Ignore attrition modifiers
  101.  
  102. Data hoard FW
  103. Main is 6+fnp for vehicules
  104. Secondaries
  105. 2" for servitor kataphrons and onager
  106. Recover one wound at command phase for vehicules, count double wounds for destruction table
  107. Each time you shoot at half range with cognis weapons, you get reroll to hit
  108.  
  109. Expansionnist FW
  110. Main is if you charge, get charged or heroic intervention, +1 ap on melee weapons
  111. Secondaries
  112. 3" pregame move for everyone stuff, stack with rangers and raiders move
  113. +6"to rifles and carbines
  114. No minus to hit with heavy weapons and vehicles don't get malus for advance and assault weapons
  115.  
  116.  
  117. Holy Orders:
  118. Logos: Basic is ignore ap1 and 2 on a unit +35 pts +2 PL
  119. Genetor: 6s autowound in melee, upgraded is 6+++ on Kataphrons +25 pts +1 PL
  120. Magos: Normal is +2 to advance for a forge world core unit, second is expl 6s on a forge world core unit +30 pts +2 PL
  121. Artisans: Fall back and shoot for FW Core or Kataphron w/ -1 to hit, big boy buff is Select a FW Core and they have +1 Str on their guns +25 pts +1 PL
  122.  
  123.  
  124. Secondaries:
  125.  
  126. Looks like 3 points if you kill a model with WLT, relic, or a vehicle with 14+ wounds
  127.  
  128. 3 points if you have one vehicle on board and you destroy more infantry units than the enemy destroys vehicles
  129.  
  130. "Battlefield supremacy. The first one you sign turns on objectives and if you have that objective in that turn you score 3 points, the second one you make the opponent choose an objective outside deployment, 2 points if you control it and 5 extra points at the end of the game"
  131.  
  132.  
  133. Miscellaneous:
  134. Omnispex only ignores light cover
  135. Bigger datatethers give the datatether keyword to units nearby
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