Jump to content
chrisbburn

Terran 2.0 Changes

Recommended Posts

Been through the whole list now and recorded all the changes I could spot. Let me know if I missed any or got them wrong

  • FACTION WIDE
  1. Changes to MARs
  2. Rapid Insertion - standardised as the one from the old Sinsir
  3. Dogfighter - No longer allows you to ignore sectored armor
  4. Improved Shield Harmonics - Currently only ignores the effects of Kinetic (I think its a typo and the old increase SH by +1 was left off by mistake) this replaces & consolidates the 3 varieties of shield boosts in the old list.
  5. Hawkers lose "Legacy through Fortitude" but gain the same faction rule as Terran's
  6. All units gain Corrosive in CQB
  7. Ground Attack (Delinger and Hermoor) have Barrage in CQB as well
  8. Option to take Nuclear Munitions adds Corrosive not Terror
  9. Shrike Rotor guns Gain Anti-Personal and Scatter but lose Corrosion
  • HELIX Choices
  1. Free unit choice
  2. Ullr Mk 1 are Medium Tanks
  3. Aerial Helix don't have to deploy together in command range
  4. New Hawker Core and Fortified Ground Command Helix
  • UNITS - For the weapons I have compared the AD they would have at each particular Range band
  • Odin
  1. Pts +15
  2. Melee CQB +3
  3. Legacy Lasers - Now only F was F/L, <9" -8, 18"-27" +2
  4. Shrike and Raptors are typo's so can't work out which is which
  5. Nexus is AR was F
  6. Gained Fearless MAR
  7. Improved Shield Harmonics instead of Shield Projector
  8. Orbital support (3) instead of Artillery (1)
  • LOKI - Complete Weapons refit
  1. Pts +5
  2. DR increase to 7+7+7 from 7+7+6
  3. Loses Levi CQB weapon Gains Ancestor Pulse Lance (Mid Range PP3 Inter)
  4. CQB -1
  5. Melee CQB -1 (No MAR)
  6. Raptors only F were AR
  7. Raptors -2 AD at 10" and -1 at 15
  8. Gains Nexus - Can only TL Flyers
  9. Gained Fearless
  10. Size class reduction from Highest
  • Slepnir
  1. Pts +50
  2. TV +1
  3. Size up to 2nd Highest from Mid
  4. Hammerstrikes -3 AD at 9", +3AD at 27"
  5. Shrikes top range increased to 30" at 8AD and gain +1AD at 24"
  6. Improved Shield Harmonics instead of Projector
  7. Terran infantry in Command range are Elite
  8. Refit costs +20Pts
  9. Loses Assault Vehicle
  10. Gains Command Centre +1 Command Point per End Phase
  11. Loses Independent Targeting
  • Tyr
  1. Legacy Lasers now F were AR (And they are on a turret??)
  2. Legacy Laser -8 AD at 9", +4 AD at 27"
  • Vidar
  1. +1" Flat Out Move
  2. CQB -3
  3. Mag Cannon -12AD at 5", -4 AD at 10", +2AD at 20" Top range increased to 26" at 4AD
  4. Hammerstrike -4 AD at 12", -1AD at 36"
  • Hodr - Another weapon change
  1. Pts +20
  2. CQB +2
  3. Melee -6 (No MAR)
  4. Gains Twin Pulse Lances
  5. Loses Raptors
  6. Gains Nexus
  7. Gains Fearless, Hit & Run & Recon Specialist
  8. Special Target Lock for Nexus only hits flyers can only TL
  9. Gained Hunting Pack but as they don't have Independent Targeting I have no idea??
  • Hemidal
  1. Pts +5
  2. Move both +1"
  3. DR 7+6 was 6+6
  • Baldr
  1. Pts +10
  2. DR 6+6 up from 6+5
  3. Must be in Squadrons of 3 now
  4. Heritage -4Ad at 5", -1AD at 10", -1AD at 20" +2AD at 40"
  • Sinsir
  1. Pts +5
  2. Flat out Move +2"
  3. DR 7+7 from 7+6
  4. Gains Take & Hold
  • Ullr Mk 1
  1. Pts -10
  2. DR 7+6 up from 6+6
  3. Shrike -1 AD at 12", -2AD at 24" extra range to 30" 
  4. Option to add Nuclear Muntions
  • Ullr Mk2
  1. Pts -5
  2. DR 7+6 up from 6+6
  3. CQB +1
  • Freya
  1. Pts +5
  • Valkyrie
  1. NO CHANGE
  • Huscarl
  1. DR -1 (we all knew it was going to happen)
  2. Gained Fearless
  • Hirdmen
  1. Raptors +1 AD
  2. Officer -5 pts
  3. Sweeper -5 pts
  4. Gun team +5pts
  5. Grand Company -1 TV
  • Dellinger
  1. Flat Out -4"
  2. DR 9+8+8 was 7+7+7
  3. SH +1
  • Hermoor
  1. Pts +10
  2. CQB -1AD
  3. Hammerstrike -2 AD at 12", +3AD at 24", +2 AD at 36"
  4. Loses option to have nuclear munitions
  • Sigyn
  1. TV typo sits either side of old TV of 6 (4 or 8 only option to field 1)
  2. Quality down to Reg was Elite
  3. Gains Orbital Support (2)
  4. Shrike (old Style COR/INTER) +1 Ad at 12"
  • Rindr
  1. Pts +5
  2. DR 5+3 was 5
  3. Quality down from Elite to Reg
  4. Swift Spears now Pinpoint 2
  5. +2 AD at 15"
  • Sheriff
  1. Swift Spears PP 2
  2. SH +1
  3. Both Nexus +1 AD
  4. Missles +2 Ad at 20"
  • Guardsmen
  1. Pts +10
  2. DR 4+4 was 6
  3. Cannon -3" Range +1 AD
  4. Has both flyer movement MARS 

Phew now to highlight the typos to Derek and get a game in.

Share this post


Link to post
Share on other sites
1 hour ago, Zebo said:

You forgot that Baldr's now pinpoint 3, not 2.

 

And the Sheriff is hover. 

Thanks, the Hover on the Sheriff just means that it behaves like the old rules for aircraft importantly it can still get CQB'd

Will amend the Baldrs

Share this post


Link to post
Share on other sites
3 hours ago, CoreHunter said:

can anyone explain why the tyr is 300pts? who knew the day would come that a Tyr would be jelouse of an Ares.

Having looked I can't. 

CASTIGATOR is closest I've found and thats 15 pts cheaper. Point of SH for +1DR on first 2 Levels, longer range and more AD at optimum ranges. Doesn't have PP but COR/TERROR are more reliable and damaging in the long run. Plus its turret actually turns :P

 

Share this post


Link to post
Share on other sites

Actually comparing against all the core 6 it isn't as bad as first thought. 

In its @ 24" which is halfway of Max its joint 2nd in pure AD

Its 2nd lowest MAX range and relies on its shields instead of hover at hit and run like the HAUMEA which costs the same and the TYR out guns at all but the Aqauns max range. 

Definitely worth playing a few games with to see how it fairs. The Ares may of had a few too many buffs but its still pretty naf as Heavy killer. 

 

Share this post


Link to post
Share on other sites

Whilst disheartened by some of these changes (looking at you Mr Tyr with the broken Turret), I want to see the new ruleset before I voice my complaints.  The new rules will hopefully justify some of these nerfs

Share this post


Link to post
Share on other sites
17 hours ago, Mr.ponders said:

The SLEPNIR loss of reduced cost infantry actually increases its cost with the grand company by another 50 pts on top of the 50 pt increase for the barge itself.  ouch..

It has some other bonuses though now. Making light infantry Elite in command range. Giving a CP each turn which effectively means you can ignore the 1 disorder marker becoming damage each turn. 

Share this post


Link to post
Share on other sites
7 hours ago, chrisbburn said:

It has some other bonuses though now. Making light infantry Elite in command range. Giving a CP each turn which effectively means you can ignore the 1 disorder marker becoming damage each turn. 

Sure, but considering its cost already went 50 pts up last time, it means the whole thing is now 150 pts more, even 170 pts with the refitted version. It's just crazy, especially considering the Sleipnir wasn't that powerful before.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.