Well now we get to see some rules.
I've obviously nicked these off various other blogs and websites because it's easier than looking myself but I'm sure they wont mind as lets be honest these are more than likely being released by Games Workshop's targeted rumour department anyway ;-)
To be fair, if I still played 40K I may have been tempted by this codex but I've a feeling that an effective army will need several of the new units and I don't like the look of any of them. It does seem to be following the recent trend of making everything cheaper so you need to buy more of them and making new (and expensive) units essential for the running of a decent army...well they are a 'shop' I suppose, lol.
Onto the rules bit then...
UNIT CHANGES
-Chaplains are HQ, W:2, A:2 and grant Zealot.
-Master of the Forge gains It Will Not Die
-Scouts drop 2 points, can take Landspeeder Storm as a dedicated transport.
-Tacticals drop 2 points.
-Devastators drop 2 points.
-Sternguard drop 3 points.
-Vanguard drop 1 point, jump-pack option drops 7 points.
-Honour guard are cheaper.
-SM Bikes drop 4 points.
-Hunter/Stalker re both armed with s:7 weapons (Stalker Heavy 4, Hunter Heavy 1). The Hunter's weapon is AP:2 Armorbane.
-Command Squads may take bikes, and a bike-equipped Commander makes a SM Biker unit troops.
-Crusader Squads may take 2 power weapons per squad. Costed and equipped as Tacticals as standard. May swap out for BP/CCW for free. Max size 10 Initiates and 10 Neophytes.
-Centurions WS4 BS4 S5 T5 W2 I4 Ld8/9 Sv2, Squad size 3-6, each costed as a Predator.
CHAPTER ABILITIES
- Raven Guard have Stealth, may use jump packs in movement AND assault phase.
- Imperial Fists re-roll '1s' to hit with standard bolters (Bolter Drill). Devatators/Centurions have Tank Hunters and +1 on the building damage table.
- Salamanders reroll failed to-wounds with flame weapons, and failed armor penetration rolls versus vehicles. Characters gain a free master crafted weapon. Vulkan is the only way to grant twin-linked meltas.
- Black Templars have Chapter Tactics options instead of Vows. The Emperor's Champion is an HQ choice for them only and chooses from either (reroll failed to-hits plus rending in challenges), or (gain Adamantium Will plus Crusader). No Librarians allowed.
- Ultramarines choose from one of the following doctrines:
a) Tactical - Re-roll ones, unless they're Tactical Marines and they re-roll all shooting failed to hits.
b) Assault - Re-roll charge distance, unless they're Assault squads, Bikes, Attack bikes who gain Fleet.
c) Devastator - Re-roll on snap shots and over-watch, unless they're Devastators who gain Relentless (except when disembarking).
- White Scars bike equipped Captain makes one Bike Squad troops
- Successor Chapter use the Chapter Tactics of their Founding Chapter. Many Successor Chapters are listed by name.
NEW ITEMS
6 new Chapter Relics
Grav Weapons have Concussive
CHARACTERS
-Marneus Calgar may take 3 Warlord Traits and is pricier.
-Korsarro Khan grants Scout to mounted troops and bikes. He inflicts D3 Hammer of Wrath hits.
-Kayvan Shrike may Infiltrate with Jump-pack units.
-Emperor's Champion equipped with AP:2 sword, armor is 2+/4+inv
-High-Marshal Helbrecht grants Hatred and Fleet to Black Templars in the Assault phase once per game.
-Lysander returns with Eternal Warrior, Units in 12" re-roll on morale and pinning test.
-Grimaldus Grants Zealot to his unit.
-Several Named Characters retain USRs that affect their entire army.
Thoughts and comments are (as usual) most welcome.
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