A list of puns related to "Impulsor"
Building a Dark Angels list with Bladeguards as main focus (8 to 12 Bladeguards). Is having impulsor a must? and how many (0 or 1 or 2)
List idea, HQ - Azarael, Chaplain, Ezekeal, bunch of bladeguard + ancient, some plasmas inceptors and hellblasters.
Thank you
I'm hoping someone can tell me if the anti-grav plates on the bottom of these two vehicles are the same size?
They look to be almost identical in shape, although the Impulsor plates are all joined, but are they the same size?
Has anyone got a picture of the multi melta from the upgrade sprue mounted on an impulsor?
It says it's instead of the ironhail heavy stubber in the rules but I can't figure out how it would fit.
The only images I can find are of the repulsor type tanks with it
I understand that they took fly away, but they need some kind of keyword that allows them to travel over difficult terrain without a movement reduction. I just feel silly when my hover tank is slowed down by a mud patch.
I know this might be ignorant but he has no gravis keyword and he does have the infantry keyword so I don't see why he wouldn't be able to
So, can first-born marines not board an Impulsor?
I'm a crazy bastard who wants to spend double the money on one army, so I decided to run Orkstartes! Not quite the same as your typical "Orks looted some Astartes gear" conversions, this one's a bit more particular in what I can and can't do because for both lore and gameplay reasons, these Orks are trying very hard to actually pass as the Chapter they looted, meaning they're chopping up and filling out the gaps on their power armor, showing some restraint with slapping on extra bitz and dakka onto everything, etc.
This post in particular is about the Impulsor kit, though. Every single model/unit in the army is being designed in such a way as to serve as a unit choice for both SM and Orks, so it's going to be run as an Impulsor (and maybe Gladiator later once I have more parts) in SM, and as some form of Ork transport in Orks. I'm thinking of magnetizing certain bitz/parts for this so it can count as a Trukk when I want to keep it low-cost, and as a Hunta/Kill Rig when I need more krumpin'.
So, modeling ideas/choices. There will be battle damage patched up from when Necrons wiped out the Chapter (hence leaving all their loot for the Orks to happen upon and take) and some gubbins and spikes and plates tossed on semi-conservatively for Orks. The guns can be safely represented by the Impulsor's guns. Boyz (in power armor, of course) can be modeled hanging off it or maybe poking out from the back for the riders. Wurrboy tower can go on the back part where the bigger gun usually goes, although of course I'm open to other ideas.
What I'm not entirely sure how to handle are the squig and the sawblades. Maybe rig it with a bunch of chainswords strapped facing outward on the front rail for the blades? The squig eludes me, however. I'm not sure how to incorporate or represent it in a way that isn't too unsubtle/blatantly Orky. Any thoughts? Other ideas/suggestions for how to work this conversion?
It looks like a Salamanders unit (say Bladeguard, because what else would you use for this?) embarked in an Impulsor at the beginning of their Movement phase could move, disembark, and charge after the Impulsor makes a Normal Move using the Relentless Determination stratagem on the Impulsor at the end of the Movement Phase.
This would give the Bladeguard over 20" of Normal Movement, plus a 2d6" charge.
Is this true, or am I not interpreting what I'm reading correctly?
Normally: Impulsor makes a Normal Move 14". Drops off Bladeguard. They can move and shoot, but cannot charge. This is because they're prohibited from charging by the Assault Vehicle rule which specifically prohibits charging after the transport makes a Normal Move.
With the stratagem: Impulsor makes a Normal Move 14". Drops off Bladeguard. They can move and shoot, but can now charge. This is because the Assault Vehicle rule prohibits them from charging after the vehicle makes a Normal Move, but after using Relentless Determination, the Impulsor is now considered to have remained stationary during its Movement phase for all rules purposes. If the Impulsor didn't move, then the restriction on charging is no longer in effect.
I feel like I'm missing something, but this is how I understand the interaction of the Relentless Determination Stratagem and Assault Vehicle Rule.
Forgive the unorthodox post, I double-checked to make sure it wasn't breaking any rules first and found nothing forbidding it.
So after getting an Impulsor I checked Deadly Print Studios' shop (they do FX bitz like muzzle flashes, smoke, fire, etc) to see if they had a shield bit for the Impulsor's shield generator. They didn't, so I contacted them to ask if they'd be interested in making one and putting it on their shop.
They responded by saying they'd thought about it and might eventually get to it, but they also happily accept commissions, with a lower rate if they keep the rights to the stl files. I asked how much it would cost and was quoted roughly $10-$12 an hour, estimated 4-5 hours work (including test prints, materials, etc.)
I'm not especially wealthy, but if anyone else is interested in funding/being able to get a cool, translucent shield dome bit for their Impulsor's shield generator I'd be happy to collaborate with anyone willing to chip in, and then it'll be a part that exists and can be ordered by anyone. (P.S. I have no affiliation with Deadly Print Studios, nobody put me up to this, I just think it'd be a neat piece and want it to be available to buy for any Space Marine players who'd want it.)
Building a Dark Angels list with Bladeguards as main focus (8 to 12 Bladeguards). Is having impulsor a must? and how many (0 or 1 or 2)
List idea, HQ - Azarael, Chaplain, Ezekeal, bunch of bladeguard + ancient, some plasmas inceptors and hellblasters.
Thank you
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