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Codex Astartes v2012

 Post subject: Codex Astartes v2012
PostPosted: Sat Aug 11, 2012 12:10 am 
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Just wanted to list the 2012 version of the Codex list for all sorts of reasons, not the least so it can be hosted separately from the Compendium for ease of access.

Feel free to comment on the list here in the future.

Cheers all!

edit: updated to include the current Dec 14 approved changes


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 Post subject: Re: Codex Astartes v2012
PostPosted: Mon Sep 02, 2013 9:14 am 
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Just read through it and spotted an error on page 4: the Warlord Titan's critical effect refers to a Banelord.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Fri Oct 18, 2013 3:52 pm 
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Quick one. Been away for a while so don't know if it's changed but ATSKNF on page 1. When the unit rallies it receives a number of blast markers equal to the number of units rather than half.

Is this correct? So my tactical unit with 5 stands rallies from broken and receives 5 blast markers? In which case 2 will be suppressed.

D.


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 Post subject: Re: Codex Astartes v2012
PostPosted: Fri Oct 18, 2013 3:57 pm 
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You are correct. If there is a character attached, you'd remove a further 2 BMs as well, b/c they're super-duper space marines.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Fri Oct 18, 2013 4:02 pm 
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Ah cool. I remember there was an issue with marines which once they broke found it difficult to remove the BMs since they took so many in the first place to break.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Fri Oct 18, 2013 5:56 pm 
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For the most part it's all relative.

An IG formation with 6 units suppressed (6BMs) which rallies would have 3 units suppressed (3 BMs).
A SM formation with 6 units suppressed (12BMs) which rallies would have 3 units suppressed (6 BMs).

A broken IG formation with 5 units (5BMs) which rallies would have 2 units suppressed (2 BMs).
A broken SM formation with 5 units (10BMs) which rallies would have 2 units suppressed (5 BMs).

The only places where SM don't remove BMs comparably to other formations are regrouping and when you rally with one unit suppressed. To wit...

An IG formation with 6 units suppressed (6BMs) which regroups and rolls a 6 would have nothing suppressed (no BMs).
A SM formation with 6 units suppressed (12BMs) which regroups and rolls a 6 would have 3 units suppressed (6 BMs).

An IG formation with 1 unit suppressed (1BM) which rallies would have nothing suppressed (no BMs).
A SM formation with 1 unit suppressed (2BMs) which rallies would have nothing suppressed (1 BM) but would still activate on a -1.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Sat Oct 19, 2013 12:33 am 
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 Post subject: Re: Codex Astartes v2012
PostPosted: Sat Oct 19, 2013 12:42 am 
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yeah... that's silly. we've long ago housed ruled that away for anything not NetEA testing related :D

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 11:57 am 
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excuse my ignorance, being fairly new here, but why no techmarine and apothicary?

thanks

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 12:16 pm 
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Techmarine is in IF list currently

Basically what do those characters add at a formation level? I restricted techmarines to thunderfire batteries and bastions where I feel the leader ability represents his field repairs quite well

What effect would an apothecary add to a stand?

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 12:38 pm 
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I proxy Apothecary's as Chaplains, and a Techmarince as a Librarian with a multi-melta servitor.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 3:28 pm 
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what would they add?, well i suppose as individual characters a bit of flavour to the bog standard list,
take the medic a cheap little unit but you could have a rule similar to the medic in bolt action, once per turn it can tend to wounded (dead) stands within a set distance, on a six they are back in game. other than that they are a weak unit poor in defense/attack i would limit them to one/two max.

for the techmarine, maybe a repair shield/hit point once per turn or repair a vehicle again rolling on a six - just one vehicle rather than multiple stands within a certain distance, limited number per list.

they are nice little figs its a shame not to use them in game

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 3:49 pm 
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those effects are really quite granular though, and not easily represented by a quick well-tested special rule like inspiring or commander they're much more for flavour than filling any particular gap

I think the fact that a marine character adds an invulnerable save to the stand represents a medic pretty well as it is, my supreme commander stand has a medic and techmarine as well as the commander himself

As Dave says, nothing to stop you using the figures as other characters, alternatively they work well on objective markers, I've got a techmarine crewing each of my thunderfire cannons.....

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 4:12 pm 
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Leader more than accurately reflects the abilities of most characters. I'd of actually liked to of seen the medic as a cheap 25 point character way back when the EA book was first released. Nothing preventing a house rule.for friendly play.

Interesting to note that lists such as Imperial Fists and Iron Hands have added low cost characters as part of the list design that perform exactly that.

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 Post subject: Re: Codex Astartes v2012
PostPosted: Tue May 13, 2014 5:12 pm 
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hi, sure i could do my own homebrew rules etc, I was just wondering whats stopping them from being added?

just on the medic its a unit cheap enough to throw in to make up that last few points in a list but not over influential.

another question is around other supplemental units, like robots, gunteams, different flavour land raiders, why are they not included as options? is it just to keep this list as clean as possible and then have the more unusual units in specific chapter lists?

thanks guys

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