Antiquia V1.6 Release!


Liber Antiquia

Rejected Changes:

Developer Note ~ In this section we will go over the major recurring pieces of feedback that we’ve received, which we have decided not to implement. Many of these bullet points will aggregate wider points so if you see your feedback has not been addressed directly it may either have been folded into another similar acceptance/refusal or may have not made the cut off time to end up in the current version of the book. There’s some feedback that we may also not address as we’re waiting to see if we get any more which lines up, this is usually the case for units that get a single piece of feedback about buffing; we’ll wait and see if anyone else submits suggestions before we act.

Change to Monofilament to make it not stack

We’ve had some requests through to make Monofilament not stack, as people have been concerned this can reduce unit movement down to 1. We’ve elected to leave this in as Sisters of Silence have a number of units that can reduce unit movement with the Entangle special rule. We have made some changes, covered later, to normalise this rule with Entangle in what it can and cant affect. We hope this will help reign Monofilament in slightly, whilst also leaving interesting tech (like blind weapons testing on the reduced Initiative values) in place

No desire to replace Phoenix Lord with Primarch 

We had some queries through about why we didn't just use Primarch on the Phoenix Lords, we’ve elected to keep these types separated so that we can balance them separately if needs be.

No changes to Ghostglaive

Some Feedback was sent through about the Ghostglaive on the Wraithlord having profiles that didnt seem that impactful, and asking to change them. We dedicated not to do this as the alternative profiles present great alternatives into armies who arent marines, the S 10 profile is great into Custodes and against Vehicles whilst the AP 3 profile provides good horde utility against non 2+ armies. These profiles arent bad, they’re just not always better than the fists when fighting marines and the team has agreed that’s ok

Allow Farseers to take GuideStones in Echoes of the Fallen 

We’ve rejected this change as there’s already alternative Warlord choices for getting Guide Stones into the force, Wraithlords and Wraithseers, and we feel that opening this up to Farseers would invalidate Wraith Guides as your ‘elf on foot’ selection.

Request to remove Gravis Weapons from Falcons 

We had some feedback about reducing the Gravis weapons on the Falcon frame to single weapons, due to them only having a single gun on the ‘other’ side. We’ve decided to keep them as Gravis, as this is a game balance decision. We’d rather keep these as they are, than reduce their cost and output.

Antiqua:

Bugfixes and Clarifications - The following bugs and clarifications have been updated, these have been presented below without comment 

  • Seer Council, Howling Banshees, Warp Spiders, Shroud Runners & Dark Reapers were missing Plasma Grenades, these have been added
  • Storm Guardians were listed as being equipped with Shuriken Cannons, this has been corrected to be just the platforms
  • The ‘Advance’ in Battlefocus has been corrected to ‘Run’
  • Confirmed no more than one Harlequin Allied Detachment 
  • Corrected Furious Charge (X) value on Skyweavers to Furious Charge (2)
  • Normalised the Embrace of Death wording with that of Wrathful Blows clarifying that you only make the number of attacks in brackets
  • Confirmed that Path of Command only forces a model to be your Warlord if it is in the Primary Detachment.
  • Confirmed that Wraithseers selected as your warlord in Echoes of the Fallen does not use up the 0-1 selection of this unit
  • Cleaned up wording of World Runes around rolling to seize the initiative. 
  • Cleaned up wording with Runes of War clarifying if a model with this rule is selected as part of Tears of Lileath they only know a single power
  • Warlocks were missing the Chosen Warrior special rule, this has been fixed
  • Clarified that models with the Psychic Mastery may only cast a given Psychic Power or Weapon a single time. 
  • Clarified the wording of Tears of Lileath’s pinning clause, so it only affects unit types and no longer the Fearless special rule.
  • Replace ‘Bonesinger’ in the text of the Path of the Shaper special rule with ‘this model’
  • Clarified that units with the Wraith subtype have to check for their subtype whenever they disembark
  • Aspect Shrine: Swooping Hawk and Baharroth were missing Deep Strike, this has been fixed
  • ‘ “ ‘ was missing on a number of weapon profiles, this has been fixed
  • ‘Game Turn’ was missing from the Runes of Witnessing, fixed the typo so they can now only re-roll once per Game Turn.
  • Removed Battle-Hardened (1) from Vypers, Voidweavers and Starweavers as well as their wargear, this should not have been present
  • Starweavers had Open Topped (5), this has been corrected to Open Topped (6)
  • Clarified the Aspect Shrine entry to make it more explicit that the options listed in each entry are only for Autarchs/Exarchs not for standard Aspect Warriors
  • Tweaked the Ghostlight special rule to clarify that the rule works as normal if the Exarch has a Haywire Grenade Launcher p143
  • Edited special rule so that Flickerjump Reaction can be used without spending Reaction Allotment, previous version was an error
  • Removed Craftworld Militia special rule as this was confusing, instead adjusted World Runes/units to compensate
  • Clarified that the Advanced Reaction tweaked to clear up the timing and confirm it happens immediately

Allies matrix - Various Pages - Reduced the ally level of Aeldari with a lot of Imperium Factions.

In Liber Imperatus we’ve included rules for ICM forces to have a greatly increased allied rating with the Aeldari, now that this has been done we feel comfortable knocking the space elves down a bit to more accurately reflect their standing in the lore.

Serpent Host - Page 18 - Shining Spears may be taken as Elites as well as Fast Attack

We had some request to move Shining Spears around in Serpent Host, as the Fast Attack slots was overstocked for this World Rune. As such Shining Spears are now able to be taken as Elites, allowing more access to jetbikes across the army without shifting the power level up too much.

Fortune - Page 24 - Replace text with ‘Once per turn, at the start of any Phase, a Psyker with this Psychic Power’s Controlling Player may select a single friendly unit with the Aeldari Faction within 18”, and take a Psychic Check. If the Psychic Check is passed then the target unit may re-roll all failed Armour Saves or Invulnerable

Saves for the duration of that Phase, but these re-rolls are taken at a penalty of -1 to Save roll, to a maximum of 6+ (meaning an Armour Save or Invulnerable Save of 3+ would only succeed on a dice roll of a ‘4’, and so on)’ 

Fortune has been performing very very well since its release, so we’ve decided to reign it in slightly. Its been locked to only Aeldari models so as to avoid any Alpha Legion or Custodes issues and has had its effectiveness reduced slightly. Seeing the future is a great thing, but it doesn't always stop you taking a bullet to the face.

Autarch - Liber Antiqua Page 28 - Added generic melee and pistol weapon options, added Starglaive 

We’ve had a lot of feedback about wanting wider weapon access on Autarchs so we’ve opened up their weapon options to cover some of the non aspect specific gear that comes in the Autarch kits but also some gear they had access to in previous editions. This should help Autarchs feel a little more unique when compared to one another,

Farseer - Page 30 - Increased points cost to 150 base, and increase cost of buying jetbike to +25 points

Farseers have been over performing at the moment, especially in regards to how their psychic powers interact with Allies. As such we’ve tightened up the Craftworld specific powers to only work on Aeldari units, as well as increased the cost of Farseers and their jetbikes. This, alongside the GW FAQ confirming you cant use psychic powers in a reaction, should make Farseers slightly less powerful whilst removing their ability to really break their powers by Guiding big blocks of Alpha Legion terminators or the like. 

Wraith Guide - Page 31 - Reduce points cost to 80 

Wraith Guides have been struggling a bit, overpaying for their statline as a way to unlock wraiths. We’ve decided to pull back some of the ‘tax’ on the unit to hopefully make them more of an interesting choice versus Wraithseers. We decided to not open up their weapon options as they’re pretty Iconic at the moment, but if they’re still struggling then we may look at that in the future.

Eldrad Ulthran - Page 32 - Altered Eldrad’s Fate Reader Warlord Trait to only effect Infantry or Cavalry. 

Add Battle Hardened (1) to Eldrads profile

Increase points cost to 240

Eldrad has had a number of changes, to reign in both the power of his specific abilities and also to increase his points by quite a bit. In line with Farseer changes Eldrad has gone up a good handful of points, during development we’d had him slightly cheaper but decided adding Battle Hardened (1) and a few more points on top should help make the increase sting less as now he’s less likely to get whomped by a stray volkite culverin shot. 

Eldrads Warlord Trait was causing some serious problems with early game rushes of Wraith units and certain vehicles, so we’ve decided to initially try pulling this back to just Infantry and Cavalry. This should reign in some of the worst offenders, namely Wraithguard and Wraithlords, whilst still maintaining its flexibility and power in areas that arent ‘I place a block of death 6” away from your frontline unit’.

War Walkers - Page 44 - Changed unit type to Infantry (Asuryani, Skirmish, Mechanised), Added Bulky (5) special rule

Originally the War Walker was written before the release of the ICM pdf, as such we’ve now  made this change to normalise this alongside other similar vehicles.

Guardian Defenders - Liber Antiqua Page 48 - Reduce cost to 8 ppm and unit cost to 85 points

Guardians are struggling a little bit so we’ve decided to reduce the cost on these units a little bit to make them feel like less of a tax

Storm Guardians - Liber Antiqua Page 49 - Reduce cost to 7 ppm and cost to 75 points

As with their Defender brethren, we've shaved a few points off the Storm Guardians to make them a bit more attractive when compared to their fancy hatted fellow troop slots.

Wraithblades - Liber Antiqua Page 42 - Increase the Weapon Skill Characteristic of this unit to 5, Increase the Attacks Characteristic of this unit to 3 

We’ve had feedback that both the wraith units were different flavours of struggling, we’ve decided to give Wraithblades some teeth by upping their output quite a bit as well as tweaking their weapons to be a bit more deadly but cost a little more.

Wraithguard - Liber Antiqua Page 43 - Increase the Ballistic Skill Characteristic of this unit to 5, increase the base cost of this unit to 300, increase the cost per model to 60

Wraithguard arent struggling as much as Wraithblades, so the power bump we’ve given to them has come with some with a higher price tag; but now your wraithcannons will be even deadlier

Shining Spears - Page 58 - Increased cost to 40 points per model and 85 points based

Added ability to buy Shuriken Cannons and Scatter Lasers

Shining Spears have been swinging above their weight a little, so we’ve pushed their points cost up slightly to compensate. Whilst doing that we;ve given them the ability to pick up the bike mounted weapons, like they’ve normally been able to, though these come at more of a premium than those mounted on the Windrider chassis to reflect their already strong melee prowess.

Shroud Runners - Page 60 - Increased this units Toughness Characteristic to 4

Shroud Runners have been struggling quite a bit, as part of our passes we’ve decided to up the Toughness of all the Raptor Jetbike riding units to 4 due to the size of the bikes. Shroud Runners are getting this for free due to their current lacklustre performances, we hope this will help make them a bit more interesting; as they can now tank a return fire a bit more easily.

Night Spinners - Page 72 - Increased the base cost of this unit to 175 and the cost per model to 160 points

Night Spinners had initially been written to be on par with the Whirlwind Scorpius, since then the Scorpius has had its points upped by Panoptica. This, along with the general strong performance of Night Spinners, has lead to us upping the points on these units by quite a bit. This should cause them to be less of an auto include but still a powerful option.

Wraithknight and Skathach Wraithknight - Pages 78 & 79 - These units can now mix and match their arms separately, instead of having fixed loadouts

In line with the 9th and 10th edition 40k rules, and upon request, we’ve opened up the combos on these weapons, so you can now mix weapons as much as you want. We think this will help the platforms, as you can now specialist them more. In addition this opens up some previously unavailable combos like double Suncannons, which should help these previously struggling weapons. We’ve also let the Skathach pick up a Ghostglaive, as a treat.

Vampire Hunter - Page 80 - Reduced the cost of this unit to 700 points

A number of the Craftworld Super Heavies were written before Panoptica did a pass on a lot of the Super Heavy options in the game, as such we’ve slashed the price on a number of these units to make them more interesting

Vampire Raider - Page 81 - Reduced the cost of this unit to 600 points

As mentioned above, due to these units struggling we’ve decided to pull their points down

Revenant Titan - Page 83 - Reduce base cost to 750 points, increase cost of Sonic Lances to +75 Points, Reduce cost of additional models to 750 points. Replace Pulsar with Revenant Pulsar.

In line with our goal of making the super heavies more interesting, the cost on these have been pulled down to make them takeable in a 3k game. We have, however, made the Sonic lances a paid upgrade as they’re an incredibly powerful weapon option. The Pulsar has had a bit of a spruce up, now coming with more help to chew  through tougher single targets.

Scorpion - Page 84 - Reduce cost to 500, replace the Pulsar with a Revenant Pulsar

As with the Revenant, the Scorpion now boats a new and improved main gun. In addition to this we’ve pulled the cost down slightly to help make this an attractive choice

Cobra - Page 85 - Reduce cost to 550

Again, these units were quite overcosted initially; as such we’ve pulled the price on them down, hopefully incentivising their play.

Lynx - Page 86 - Reduce cost to 300 points, replace Flyer unit type with Skimmer, remove Hover unit type, remove Crystal Targeting Matrix, Increase cost of Centreline Sonic Lance to 75 points

Lynx’s have been quite overcosted since we introduced them, so we’ve pulled the points cost of them down a bit. We’ve also changed the unit type to Skimmers and removed Flyer to make them able to actually perform reactions which has meant we’ve also needed to remove the Crystal Targeting Matrix so as to avoid any shenanigans. This should let Lynx’s act as expected now and let them feel a bit better in the 

Avatar of Khaine - Page 90 - Changed unit type to Daemon Primarch, added the Fearless special rule. Clarified the Avatar may not take a Retinue and may never join or be joined by other units. 

To update the typing with that of the new Daemon Fulgrim, the Avatar has swapped out the old Primarch unit type for the more thematically appropriate Daemon Primarch Unit type. We’ve also tidied up the questions around whether they can or can't join units, by confirming everyone's favourite flaming statue cant hang around with other people. Its a personality thing.

Performance Updates - Liber Antiqua Page 107 - 109 - We’ve made changes to all of the Harlequin performances to make them harder to score, but now also added the ability to ‘even out’ and score 0 as long as you perform some of your objectives

  • Bloodied Blade - Now requires you to kill 3 enemy units, and only rewards D3 VP but if you kill 1 or 2 enemy units then nobody scores any VP
  • Sin of Pride - Now requires you to kill 3 enemy models in challenges, and only rewards D3 CP but if you kill 1 or 2 enemy models in a challenge then nobody scores any VP
  • The Falcons Wing - We’ve not made any changes to how this one is scored, but it will now only score D3+1 instead of 2D3
  • The Last Laugh - We’ve tweaked this to now require 3 units in your opponents deployment zone to get D3, but if you have 1 or 2 then nobody scores any VP
  • The Curtain Falls - We’ve tweaked this to now key off of Daemon Primarchs and this now rewards D3+1 VP for killing 3 or more. 

We’ve pulled the power level of these down quite a bit, making them harder to score but also adding the ability to ‘even out’ victory points. This should make Harlequins more attractive to splash whilst also bringing down the power level of heavier clown focused lists.

Skyweaver - Page 128 - Increased this units Toughness Characteristic to 4

As with the Shroud Runners, all Raptor Jetbike riders have had an increase in their Toughness value. We’d initially wanted to give them Battle Hardened 2 but that felt unsatisfying to play. We’ve got our eye on Skyweavers as we dont want this extra survivability bump to make them overperform (no pun intended).

Rillietann Unit Sub Type - Page 137 - Models with this Sub-type and the Independent Character Special Rule may only join units which also have the Rillietan Sub-type

We’ve had some feedback that people were putting Harlequin characters into units of Alpha Legion or Aspect Warriors to make use of their Hit & Run, high Initiative and Fear values. We’ve had a fax over from the Black Library telling us we should stop doing this, or they’re going to revoke our library cards. As such Rillietann characters can no longer no Rillietann units, though the inverse is not true. The clowns are sociable, but only for people who hang out with them on their own terms.  

Wraith Unit Sub-Type - Page 137 - Models with this subtype gain immunity to the additional affects of Haywire and Disruption, and added clarity about how Wraithsight works when entering from reserves or disembarking from a transport.

To better line up with the lore, we’ve made some tweaks to this unit type to make them immune to the effects of Haywire and Disruption. In addition we’’ve cleaned up the timing to test for Wraithsight.

Guardian Officers - Liber Antiqua Page 144 - Reduce the amount of units needed in this squad to make it not take up a force organisation slot to 3, reduce the cost per unit and model to 20 points per model, add the Stubborn special rule to this units profile

We’ve had some internal and external feedback that these units were feeling quite lacklustre previously, so we’ve taken a look at them and tweak them up to be a bit more of an interesting choice

Linked Fire - Page 144 - Removed Ordnance from the Link Fire special rule. Link fire now lets you select one of the following for each contributing model. S +2, Increase vehicle damage rolls by +1, add Breaching (2), increase shot count by +1

Feedback has shown that the Linked Fire special rule on Fire Prisms wasnt getting much use, as such we’ve reformatted the rule to be worded the same as ghostlight and also given the ability to select from a series of buffs the instead of just flat increasing the Strength value of the attack. This should make the unit more interesting to play, and more versatile.

Monofilament - Page 145 - Models with a Wounds Characteristic of 6 or more can no longer have their characteristics reduced by this special rule. 

We’ve made some tweaks to monofilament to bring it in line with Entangle, letting the bigger beasties ignore its down sides should help reign some weird edge cases in but still let it retain most of its power.

Aeldari Jetbikes - Page 161 - In addition, a model with a [Aeldari Jetbikes] may choose to move up to their unmodified Initiative Characteristic at the start of the Controlling Player’s Charge Sub-Phase. A model that chooses to do so may not declare a Charge.

There were some issues with the previous wording which came about due to timings not being specified leading to cases where people were using the movement before they declared any charges. This has been changed so these movements now happen in the Charge sub-phase and lock you out of charging. This should make the rule now actually function as intended.

Weapon Changes - We’ve made a number of weapon changes which we’ve listed below

  • Haywire Launcher - Increase shots Heavy 3
  • Striking Scorpions - Remove the Unwieldy special rule from this profile, add the specialist weapon to this units profile
  • Prism Cannon - Replace the Lance profiles Heavy 1 with Ordnance 1
  • Deathshroud Cannon - Replace the Massive Blast (7”) special rule with Large Blast (5”), replace the Focused profiles Rending (4+) with Rending (5+) 
  • Lynx Pulsar - Add Exoshock (5+) to the Saturation Fire profile, increase the shots on the Salvo Fire profile to 4.
  • Sonic Lance - Reduce Large Blast (5”) to Blast (3”)
  • Vibro Cannon - Replace Sonic Pule and Blast (3”) with Heavy Beam, Replace Armourbane (Ranged) and Breaching (5+) with Rending (5+)   
  • Wraith-Blades - Renamed to Ghostsword to line up with its correct name, added bonus attack for dual wielding them, Ghostswords re-roll To Hit rolls of 1
  • Ghost-Axe - Increased S to +3, added Specialist Weapon
  • Lasblaster - Renamed to Hawk Lasblaster, added Pinning and Shell Shock (1) special rule

A number of weapons have been either overperforming, like the Sonic/Vibro weapons, or drastically underperforming, like the Wraithblade weapons. We’ve tweaked a number of these without comment as they’re all relatively self explanatory for those familiar with the book.

Death Jester - Page 119 - Improved the Precision Shots (5+) on this model to Precision Shots (4+) and added the Split Fire special rule to this units profile

We’ve had some feedback that the Death Jester feels a little hard to play, due to their ranged focus in an otherwise melee army. As such we’ve decided to hand an increase to their Precision Shots as well as adding Split Fire, to make them feel a bit easier to use if they’re running around with Troupes.

Swooping Hawk Wings and Spectre Jet Pack - Page 164 - Added the Deep Strike and Bulky (2) special rule

To facilitate easier access to Deep Strike, we’ve decided to shift the special rule onto the wargear items as opposed to the unit profiles. This means it should be clear that Autarchs pick them up when they take their wings or fancy Jet Packs.

Swooping Hawks, Swooping Hawk Aspect Shrine, Baharroth and Shadow Spectres - Various Pages - Removed Deep Strike from these unit profiles

To coincide with the above changes we’ve removed the Deep Strike from these unit profiles, to remove confusion.

Numerous Bright Lance cost adjustments - Various Pages - Increase in Bright Lance costs

Bright Lances were undercosted on basically every platform that they’re on, we’ve increased the cost on every platform to make them less of an auto take.

Wraithlord and Wraithseer ranged weapon - Pages 74 and Page 75 - Reduced cost on all weapon options except D-Cannon

Wraithlords and Wraithseers have had the cost of all of their heavy weapons reduced, their initial cost was a bit too high so these have been pulled down to bring their costs more in line with those seen on marine Dreadnoughts.

Wraithseer - Page 75 - Increase based attacks Characteristic to 4.

Wraithlords come with dual fists, so get +1 Attack for two CCW. As Wraithseers only come with a single melee weapon, we’ve upped their base attacks to 4 so as to match the melee output of their less psychically inclined brethren.

Open-Topped - Page 145 - Changed Open-Topped to the following ‘Up to X number of models in a unit Embarked upon a Transport with this Special Rule may make a Shooting Attack in the Controlling Player's Shooting Phase (where X is the number in

brackets next to the Special Rule), measuring from the Transport’s Hull. If a model chooses to fire in this way, they are counted as having moved - note that this may prevent them from shooting certain weapon types. It should be noted that any ability which replaces a Shooting Attack (such as, but not limited to, casting a Psychic Power or Cybertheurgic Rite) may not be used. Shooting Attacks made in this manner may target a different unit to ones made by the Transport, but any Reactions made to these target the Transport as normal. Units with any Special Rule that allows them

to count as stationary for the purposes of Shooting attacks (such as Relentless, Legiones Astartes (Death Guard), etc) may not benefit from them whilst embarked on a Transport with this Special Rule.

In addition, any rolls on the Vehicle Damage Table that target a model with this Special Rule add +1 to the result.’

We’ve reworked Open-Topped from the ground up, this should make it function more intuitively. We’ve also confirmed that no ‘shooting replacement’ effects can be used with this special rule, to avoid any weirdness.

Files

Liber-Antiquia_PAGES_v1.6.pdf 18 MB
Jan 08, 2024
Liber-Antiquia_SPREADS_v1.6.pdf 18 MB
Jan 08, 2024

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