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This is not what Gladius has done. The units are usually fairly balanced, or under-performing.
The Executioner is fine, it's balanced by how squishy it is. Without changing it's stats it could be up-tiered. Putting it on the same level as the Land Raider.
The Redemptor is weird as it outright makes the default Dreadnought obsolete. Uptiering that by one should be enough.
Space Marines are still limited by production numbers. Having one or two particularly good units doesn't matter as much when enemies can produce three or four of equivalent units a turn.
Eldar Phantom Lord. the Gladius Version carrys at least 2 Loadout Options at the same Time (read: in TT i got the option for one or the other)
SM Land Speeder. the Gladius Version starts with one Main Weapon Option and gets its Optional Main Weapon (read swap weapon) as a second Option on top at the same time. In TT its Mainweapon is Heavy Bolter OR Multi Melter and as Second option at the underside Assaultcannon OR Heavy Flamer (my Raven WIngs are all in Bolter/Cannon config) .
and this carrys on for some more units as well.
on the other side you cant give Inf Units a Sergant or 1 Special/Heavy Weapon (because its mostly 1 or 2, and not the complete Squad like most newer 40K games make it look like) because the devs where lazy and only multipled the models with there loadout. makeing some Inf Units way more Underwhelming than they are in TT (ignoring the blatant bad move on top that Gladius balance Inf by modell number instead of cost) .one of the most obvious victims here are Eldar Guard, in TT the Field the same Numbers like a IG Unit with an optional Seer and a Antigrav Heavy Weapon Platform on top. when we look in Gladius there is a "slight" number inconsistense.
- Choice of Macro Plasma Incinerator OR a Heavy Laser Destroyer
- Heavy Onslaught Gatling Cannon (Co-axial mounted on turret with above primary choice)
- 2x Fragstorm Grenade Launchers
- 2x Storm bolters
- Twin Heavy Bolter
- Twin Icarus Ironhail Stubbers (Read: M2 .50 BMG, but 40,000 years in the future, and maybe a larger caliber)
- "auto launchers" (Smoke grenade launchers)
- Aquilon Optic (Improved accuracy with Plasma Incinerator or Laser Destroyer)
Optional: Can add additional standard Ironhail Stubber and Icarus Rocket Pod
Now, in 10th edition, for convenience sake and to reduce the amount of "slow-rolling" in tournaments, the Storm Bolters and Grenade Launchers have been combined together into one "Repulsor Executioner Defensive Array". It's roughly on par on damage compared to 9th, because the Strength, AP, and Damage is the same, just you have a flat 10 attacks out to medium range instead 2x Rapid Fire 2 (2 attacks, double at half range) , and 2x 1d6 Attacks +1/5 enemy models in the target unit from the 'Blast' trait.
The Twin Icarus Ironhail Stubbers and Heavy Bolters were switched back to "classic" Twin-linked (Allows Re-rolls, but in 10th, it was switched from the old Re-Roll To-Hit to now Re-Roll To-Wound.)
The only other major change (aside from edition change reworks), was that the Aquilon Optic rule/trait was replaced with the Unit Ability: "Executioner", which is +Accuracy when allocating attacks against a unit below Half-Strength (Half starting models remaining or Half-Wounds remaining for single model units)
The Three Standard version, (Land Speeder, Tornado, and Typhoon) was always a choice of Heavy Bolter or Multi-Melta for the co-pilot/gunner
Tornado added a second weapon choice of either an Assault Cannon or a Heavy Flamer
Typhoon added a Typhoon Missile Launcher (basically, 2x Missile Launcher or Twin-Linked, depending on edition)
All Land Speeders did get removed from Codex: Space Marines in 10th edition, and moved to "Legends" status (discontinued models, now limited to Casual games), now completely replaced by Storm Speeders.
But Typhoons did get an ability,"Fire and Redeploy", which like classic T'au Jetpack rules, is a 'Move-Shoot-Move' ability at the "cost" of "Can't Charge this turn".