Blindhamster Posted May 29, 2017 Share Posted May 29, 2017 (edited) 44-47 points is less? 22 + 9 + either 13 or 16 base. Also, the broadsword is the sanguinors sword. Edited May 29, 2017 by Blindhamster Helias_Tancred and Damon Nightman 2 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760001 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 I have 2 questions 1. The Libby Dread being a character with less than 10 wounds means that he cannot be targeted now? 2. Is the game getting quicker when we'll have to roll a D3 for each and every wound the Sanguinary Guard deals? Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760006 Share on other sites More sharing options...
Blindhamster Posted May 29, 2017 Share Posted May 29, 2017 You only roll the d3 vs multi wound enemies. And you don't roll them one at a time. Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760012 Share on other sites More sharing options...
Valerian Posted May 29, 2017 Share Posted May 29, 2017 I have 2 questions 1. The Libby Dread being a character with less than 10 wounds means that he cannot be targeted now? Yeah, that's interesting. 2. Is the game getting quicker when we'll have to roll a D3 for each and every wound the Sanguinary Guard deals? The majority of models in the game still have just 1 Wound, so it won't come into play so often that it'll really slow down the game. Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760014 Share on other sites More sharing options...
Semirhagge Posted May 29, 2017 Share Posted May 29, 2017 Is a Priest/Corbulo just and auto include now? that Blood Chalice and Narthecium are incredible, a constant +1 Str and being able to bring back models. Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760017 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 2. Is the game getting quicker when we'll have to roll a D3 for each and every wound the Sanguinary Guard deals? The majority of models in the game still have just 1 Wound, so it won't come into play so often that it'll really slow down the game. I beg to differ. Every vehicle now has multiple wounds as well as many infantry models (Primaris, Crysis suits, meganobs, nobs, characters etc). Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760023 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 Is a Priest/Corbulo just and auto include now? that Blood Chalice and Narthecium are incredible, a constant +1 Str and being able to bring back models. I'm afraid my DC will have to run with Astorath and 1 or 2 Sanguinary Priests constantly from now on. That's a lot of points... Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760032 Share on other sites More sharing options...
Chaplain Gunzhard Posted May 29, 2017 Share Posted May 29, 2017 Still too early to tell but it looks to me like we'll sit firmly in our position as weakest Space Marine chapter rules-wise yet again... but hey you can take Primarus Marines now! SG do look decent but they were overcosted before. I dunno, maybe the changes to the Assault Phase will make all the difference. I kinda figured our 'get started' codex would be like this, it's not terrible but I was hoping for something more. Helias_Tancred, Bartali, Filius and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760059 Share on other sites More sharing options...
Damon Nightman Posted May 29, 2017 Share Posted May 29, 2017 On a positive note, Lemartes looks good now and Tycho may be usable as well? Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760066 Share on other sites More sharing options...
Nicodemus Doloroso Posted May 29, 2017 Share Posted May 29, 2017 Lemartes looks almost auto-include if you're bringing death company now. Filius 1 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760081 Share on other sites More sharing options...
The Unseen Posted May 29, 2017 Share Posted May 29, 2017 Well, I see a whole bunch of nerfs and stripping of flavor, and little else. Bleh. Not suprised though, since they aren't blue. Chaplain Gunzhard, Helias_Tancred, Indefragable and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760135 Share on other sites More sharing options...
Nova_Dew Posted May 29, 2017 Share Posted May 29, 2017 So much for death stars not being a thing, Death company with chain swords, Sanguinor, Corbulo, Astorath, 3-4 attacks (4-5 on a charge) with re rolls of 1's, Str 5, possible (2/3 chance) hitting on 2+ and a rare 4++ with a 6+ FNP, resurrection and auto pass moral checks. and you can have 15 of them Add in jump packs, thats a deep strike 12" movement and pistols Indefragable, Filius and Semirhagge 3 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760144 Share on other sites More sharing options...
The Unseen Posted May 29, 2017 Share Posted May 29, 2017 So much for death stars not being a thing, Death company with chain swords, Sanguinor, Corbulo, Astorath, 3-4 attacks (4-5 on a charge) with re rolls of 1's, Str 5, possible (2/3 chance) hitting on 2+ and a rare 4++ with a 6+ FNP, resurrection and auto pass moral checks. and you can have 15 of them Add in jump packs, thats a deep strike 12" movement and pistols Yeah, except they only kill stuff in combat, and people can just run away now. Then your characters get shot by enemy deep strikers or units that moved past your blob of DC, and if you shoot stuff at them, the DC die faster than they used too as well, since they only have a 6+ FNP. Their slightly tougher against stuff like plasma, but bolters actually cause more wounds now than before. Good luck with that. Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760202 Share on other sites More sharing options...
Blindhamster Posted May 29, 2017 Share Posted May 29, 2017 But none of the characters are part of the unit and look out sir doesn't exist. Which means it won't be too difficult to get to a point where those characters get picked off with shooting due to positioning Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760206 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 But none of the characters are part of the unit and look out sir doesn't exist. Which means it won't be too difficult to get to a point where those characters get picked off with shooting due to positioning They mentioned that even though there is no look out sir anymore, there are still bodyguard units like command squads, tyrant guards etc that can draw wounds from the characters near them. And if that fails, you can always hide. :P Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760252 Share on other sites More sharing options...
cerberus_ Posted May 29, 2017 Share Posted May 29, 2017 (edited) So the Flamestorm cannon has assault, so the baal can advance and fire it... but the heavy flamer sponsoons cannot be fired after advancing. The flamestorm also deals 2 damage per wound which makes it good against MC/vehicles with its ap -2. Hmmmm maybe flamestorm HB sponsoons will be a thing now? The assault cannon looks amazing; 12 shots? Yes. The assault cannon may not be the go to choice anymore as an all purpose weapon; might be the better option for chewing up blobs (strangely enough) and the flamer will be better at monster hunting. Disappointed about death company though; I got the lost brotherhood strike force box; no mention of a DC chaplain, and it looks like, if they still exist, they'll only give rerolls to hit if Astorath is anything to go off of. However, bolter DC have a place now, as they can keep their chainsword with the bolter and still charge. Frag cannon is assault 2d6, for advancing dread shenanigans. Good! Put the fragger in a more durable storm raven, give the flying monster a 12 shot AC, two 6 shot hurricane bolters, a 2 shot melta, fly it into your opponents face, then watch his army disappear. Edited May 29, 2017 by cerberus_ Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760254 Share on other sites More sharing options...
halzet Posted May 29, 2017 Share Posted May 29, 2017 (edited) But none of the characters are part of the unit and look out sir doesn't exist. Which means it won't be too difficult to get to a point where those characters get picked off with shooting due to positioning They mentioned that even though there is no look out sir anymore, there are still bodyguard units like command squads, tyrant guards etc that can draw wounds from the characters near them. And if that fails, you can always hide. But there is no command squad anymore - at least, none available for the Blood Angels and the Sanguinary Guard don't have an ability to take wounds from characters. Edit: Might be an ability on Company Veterans? But I'm not holding my breath. Edited May 29, 2017 by halzet Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760281 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 But none of the characters are part of the unit and look out sir doesn't exist. Which means it won't be too difficult to get to a point where those characters get picked off with shooting due to positioning They mentioned that even though there is no look out sir anymore, there are still bodyguard units like command squads, tyrant guards etc that can draw wounds from the characters near them. And if that fails, you can always hide. But there is no command squad anymore - at least, none available for the Blood Angels and the Sanguinary Guard don't have an ability to take wounds from characters. Edit: Might be an ability on Company Veterans? But I'm not holding my breath. I'm reading Company Veterans, Sanguinary Novitiate, Company Champion and Company Ancient. Isn't that a command squad? Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760305 Share on other sites More sharing options...
Indefragable Posted May 29, 2017 Share Posted May 29, 2017 (edited) This is my attempt to transcribe from the pics as much as I can (before I burned out doing so), for those who can't see the pics: Sorry in advance for formatting not translating to the forums: WARNING: massive amounts of text in the Spoiler. Note: "blowgun" = boltgun; "ass canary" (LOLZ) = "assault cannon"; and other various auto-correct issues Blood Angels Chapter:The following Space Marines dottiest can be rom the Blood Angels Chapter. Those that are replace the <Chapter> keyword on their data sheet in all instances with Blood Angels. If a Space Mariens unit does not appear on the list below, it cannot be from the Blood Angels Chapter, and so cannot have the Blood Angels Faction keyword. Blood Angels Psykers generate their psychic powers form the Sanguinary discipline (below) instead of the Librarius discipline.Assault SquadAttack Bike SquadBike SquadCaptainCaptain in Gravis ArmorCaptain in Terminator ArmorCaptain on BikeChaplainChaplain in Termaintor ArmorChaplain on BikeCompany Ancient -1Company Champion -1Company Veterans -1Devastator SquadDreadnoughtDrop PodHellblaster SquadImperial Space MarineInceptor SquadIntercessor SquadLand RaiderLand Raider CrusaderLand Raider ExcelsiorLand Raider RedeemerLand SpeedersLibrarianLibrarian in Terminator ArmorLibrarian on BikePredatorPrimaries AncientPrimaris LieutenantsRazorbackRhinoRhino PrimarisSanguinary Novitiate (use the Apothecary data sheet) -1Scout Bike SquadScout SquadServitorsSternguard Veteran SquadStormraven GunshipTactical SquadTechmarine -1Tech marine on BikeTerminator Assault SquadTerminator SquadVanguard Veteran SquadVindicatorWhirlwind1 = These units may take jump packs (Power Rating +1). If they do so, their Move characteristic is increased to 12” and they gain the Jump Pack and Fly keywords, and the Jump Pack Assault ability. A Techmarine that takes a jump pack no longer has a servo arm.Wargear….may take any item from the appropriate list on pg 11, with the following amendments:The Blood Angels favor different weapons to other Space Marien Chapters. Add the following weapons to the Pistols and Sergeant Equipment lists when equipping Blood Angels units:Inferno PistolHand FlamerAnd the following weapon to the Heavy Weapons list when equipping Blood Angels units:Heavy FlamerSanguinary DisciplineD3 Psychic Power1 Blood Boil: Warp charge value of 5. If manifested, select a visible enemy unit within 18” of the psyker and roll three dice. The target suffers a mortal wound for each result that equals or exceeds its Toughness characteristic.2 Shield of Sanguinius: warp charge value of 6. If manifested, select a friendly Blood Angels unit within 12” of the psyche. Until the start of your next Psychic phase, that unit has a 4=+ invulnerable save.3 Unleash Rage: has a warp charge value of 6. If manifested, select a friendly Blood Angels unit within 12” of the psyche. Until the start of your next Psychic phase, that unit has +1 Attack.ABILITIES:The following abilities are common to several Blood Angels units.And They Shall Know No FearYou can re-roll failed Morale tests for this unitBlack Rage:You can add 1 to this unit’s Attacks characteristic in the Fight phase if it charged in the preceding Charge phase. In addition, roll a D6 each time this unit loses a wound. On a roll of 6 the damage is ignored.Jump Pack Assault:During deployment, you can set up <unit name> high in the skies instead of placing him on the battlefield. At the end of any of you Movement phases <unit name> can assault from above —set him up anywhere on the battlefield that is more than 9” away from any enemy models.SPACE MARINE WEAPONSRANGED WEAPONSSniper rifle 36’ Heavy 1 S4 AP0 D:1 This weapon may target a Character even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflcts a mortal wound in addition to ts normal damageSpecial issue boltgun 30” Rapid Fire 1 S4 AP-2 D:1Storm bolter 24” Rapid Fire 2 S4 AP0 D:1Twin assault cannon 24” Heavy 12 S6 AP-1 D:1Twin autocannon 48” Heavy 4 S7 A{-1 D:2Twin boltgun 24” Rapid Fire 2 S4 AP0 D:1Twin heavy bolter 36” Heavy 6 S5 AP-1 D:1Twin heavy flamer 8” Assault 2D6 S5 AP-1 D:1 This weapon auto hitsTwin hvy plasma cannon —Standard 36” Heavy 2D3 S7 AP-3 D:1—Supercharge 36” Heavy 2D3 S8 AP-3 AP2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolvedTwin lascannon 48” Heavy 2 S9 AP-3 D:D6Twin multi-melta 24” Heavy 2 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultTwin plasma gun—Standard 36” Rapid Fire 2 S7 AP-3 D:1—Supercharge 36” Rapid Fire 2 S8 AP-3 AP2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolvedTyphoon ML—Frag missile 48” Heavy 2D6 S4 AP0 D:1—Krak missile 48” Heavy 2 S8 AP-2 D:D6Volkite Charger (!!!) 15” Heavy 2 S5 AP0 D:2Whirlwind Castellan Lchr 72” Heavy 2D6 S6 AP0 D:1 This weapon can target units that are not visible to the firing modelWhirlwind vngnce Lchr 72” Heavy 2D6 S7 AP-1 D:2 This weapon can target units that are not visible to the firing modelWrist-mnted ‘nade Lchr 12” Assault D3 S4 AP1** D:1Grav-gun 18” Rpaid Fire 1 S5 AP-3 D:1 If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3Grenade harness 12” Assault D6 S4 AP1** D:1Heavy bolter 36” Heavy 3 S5 AP-1 D:1Heavy flamer 8” Heavy D6 S5 AP-1 D:1 This weapon automatically hits its target.Heavy plasma cannon —Standard 36” Heavy D3 S7 AP-3 D:1—Supercharge 36” Heavy D3 S8 AP-3 D:2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolvedHunter-killer missile 48” Heavy 1 S8 AP-2 D:D6 A model can only fire each of its hunter-killer missiles once per battleHurricane bolter 24” Rapid Fire 6 S4 AP0 D:1Kheres Assault Cannon 24” Heavy 6 S7 AP-1 D:1Las-talon 24” Heavy 2 S9 AP-3 D:D6Las cannon 48” Heavy 1 S9 AP-3 D: D6MC auto bolt rifle 24” Assault 2 S4 AP0 D:2MC boltgun 24” Rapid Fire 1 S4 AP-1 D:2Malta bomb 4” Grenade 1 S8 AP-4 D:D6Meltagun 12” Assault 1 S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard the lowest resultMissile Launcher —Frag Missile 48” Heavy D6 S4 AP0 D:1—Krak Missile 48” Heavy 1 S8 AP-2 D: D6Multi-melta 24” Heavy 1 S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard the lowest resultOrbital Array (???) 72” Heavy D3 S10 AP-4 D: D6 This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. When targeting units with 10 or more models, change this weapon’s Type to Heavy D6Plasma blaster—Standard 18” Assault 2 S7 AP-3 D:1—Supercharge 18” Assault 2 S8 AP-3 D:2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolvedPlasma cannon—Standard 36” Heavy D3 S7 AP-3 D:1—Supercharge 36” Heavy D3 S8 AP-3 D:2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolvedPlasma cutter—Standard 12” Assault 1 S7 AP-3 D:1—Supercharge 18” Assault 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slain.Plasma gun—Standard 24’ Rapid Fire 1 S7 AP-3 D:1—Supercharge 24’ Rapid Fire 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolvedPlasma incinerator—Standard 30” Rapid Fire 1 S7 AP-4 D:1—Supercharge 30” Rapid Fire 1 S8 AP-4 D:2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolvedPlasma pistol—Standard 12” Pistol 1 S7 AP-3 D:1—Supercharge 12” Pistol 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slain.Predator autocannon 48” Heavy 2D3 S7 AP-1 D:3MELEE WEAPONSBolt storm gauntlet (melee) Sx2 AP-3 D:D3 When attacking with this weapon, you must subtract 1 from the hit rollChainfist Sx2 AP-4 D:2 When attacking with this weapon, you must subtract 1 from the hit rollChainsword S:User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with this weaponChampion’s blade S:User AP-2 D:1 Each time the bearer fights, it can make 1 additional attack with this weaponCombat knife S:User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with this weaponCrozius Arcanum S+1 AP-1 D:2Dreadnought chainfist Sx2 AP-4 D:4Dreadnought CCW Sx2 AP-3 D:3Eviscerator Sx2 AP-4 D:D3 When attacking with this weapon, you must subtract 1 from the hit rollForce Axe S+1 AP-2 D:D3Force Stave S+2 AP-1 D:D3Force Sword S:User AP-3 D:D3Lightning Claw S:User AP-2 D:1 You can re-roll failed wound rolls for this weapon. IF a model is armed with two lightning claws, each time it fights it can make 1 additional attack with themMC Power Sword S:User AP-3 D:2Power Axe S+1 AP-2 D:1Power lance S+2 AP-1 D:1Power Maul S+2 AP-1 D:1Power Sword S:User AP-3 D:1Relic Blade S+2 AP-3 D: D3Seismic hammer Sx2 AP-4 D:5 When attacking with this weapon, you must subtract 1 from the hit rollServo-arm Sx2 AP-2 D:3 Each servo-arm can only be used to make one attach each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit rollSiege Drill Sx2 AP-4 D:3Thunder Hammer Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit rollOTHER WARGEAR:Came Cloak If every model in a unit has a cameo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1Combat Shield A model with a combat shield has a 5++ invulnerable saveStorm Shield A model with a storm shield has a 3++ invulnerable savePOINTS VALUESUnit Models Per Unit Points per Model (Does not include warmer)Baal Predator 1 107Company Ancient with Jump Pack 1 72Company Champion with JP 1 70Company Veterans with JP 2-5 19Death Company 5-15 17Death Company Dreadnought 1 128Death Company with JP 5-15 20Furioso Dreadnought 1 122Librarian Dreadnought 1 150Sanguinary Guard 4-10 22Sanguinary Guard Ancient 1 84Sanguinary Novitiate with JP 1 60Sanguinary Priest 1 69 (hehehe)Sanguinary Priest on Bike 1 94Sanguinary Priest with JP 1 86Techmarine with Jump Pack 1 91Terminator Ancient 1 108Unit Models Per Unit Points per Model (Does not include warmer)Astorath 1 143Brother Corbulo 1 94Captain Tyco 1 95Chief Librarian Mephiston 1 145Commadner Dante 1 215Gabriel Seth 1 135Lemartes 1 129The Sanguinor 1 170Tyco the Lost 1 70Ranged WeaponsWeapon Points per weaponAngelus boltgun 9Frag cannon 19Hand flamer 8Inferno pistol 20Melee WeaponsWeapon Points per weaponBlood Talons 65Encarmine axe 16Encarmine sword 13Furioso fist (single/pair) 40/50Furioso force halberd 0Other WargearWargear Points per ItemDeath mask 2Magna-grapple 5UNITSSanguinary PriestPower 4M WS BS S T W A LD Sv6” 2+ 3+ 4 4 4 3 9 3+single model with bolt pistol, chainsword, frag grenades, arak grenadesBolt pistol 12” Pistol 1 S4 AP0 D1Boltgun 24” Rapid Fire 1 S4 AP0 D1Chainsword Melee S:User AP0 D1 Each time the bearer fights, it can make 1 additional attack with this weaponFrag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3may replace bolt pistol with a boltgun or an item from the Pistols or Combi-weaponsmay replace chainsword with an item from the Melee Weapons listmay replace his bolt pistol with an item from the Melee Weapons listmodel make take jump pack (Power Rating +1). If it does, its Move characteristic is increased to 12” and it gains the Jump Pack and Fly keywordsAbilitiesAnd They Shall Know No Fear (pg 88)Blood Chalice: Friendly Blood Angels Infantry and Biker units increase their Strength characteristic by 1 whilst they are within 6” of any Sanguinary PriestsNarthecium: At the end of any of your Movement phases, the Sanguinary Priest can attempt to heal or revive a single model. Select a friendly Blood Angels Infantry or Biker unit within 3” of the Sanguinary Priest. If that unit contains a wounded model, it immediately regains D3 lost wounds. IF the chosen unit contains no wounded models but one or more of its models have ben slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If a Sanguinary Priest fails to revive a model in this manner he can do nothing else for the remainder of the turn (shoot, charge, fight etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.Jump Pack Assault: During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9” away from any enemy modelsFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Sanguinary PriestLibrarian DreadnoughtPower 10M WS BS S T W A LD Sv6” 2+ 3+ 6 7 8 3 9 3+Force HalberdFurioso fist + storm bolterStorm Bolter 24” Rapid Fire 2 S4 AP0 D:1Heavy flamer 8” Heavy D6 S5 AP-1 D:1 This weapon hits automaticallyMeltagun 12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultFurioso fist Melee Sx2 AP-3 D:3Furioso Force halberd Melee S+4 AP-4 D3May replace storm bother with heavy flamer or meltagunAbilities:Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy Psykers within 12”Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3” suffers D3 mortal woundsSmoke Launchers: Once per battle, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase and attempt to denton e psychic power in each enemy Psychich phase. It knows the Smite psychic power and two psychic powers from the Sanguinary discipline (pg 89)Faction Keyword: Imperium, Adeptus Astartes, Blood AngelsKeywords: Character, Vehicle, Dreadnought, Librarian, Psyker, Librarian DreadnoughtFurioso DreadnoughtPower 10M WS BS S T W A LD Sv8” 3+ 3+ 6 7 8 4 8 3+single model with 2x Furioso fists, a storm bolster, and a meltagunFrag cannon 8” Assault 2D6 S6 AP-1 D:1 This weapon automatically hits its targetStorm Bolter 24” Rapid Fire 2 S4 AP0 D:1Heavy flamer 8” Heavy D6 S5 AP-1 D:1 This weapon hits automaticallyMeltagun 12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultFurioso fist Melee Sx2 AP-3 D:3 If a model is equipped with 2x Furioso fists, you can re-roll failed hit rolls when attacking with themBlood Talons Melee Sx2 AP-3 D: D6May replace one Furioso fist and either its storm bolter or its meltagun with a frag cannonMay replace its two Furioso fists with Blood TalonsMay replace storm bolster with heavy flamerMay replace meltagun with heavy flamerMay replace its smoke launchers with a magna grappleFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeywords: Vehicle, Dreadnought, Furioso DreadnoughtDeath Company DreadnoughtPower 11M WS BS S T W A LD Sv8” 3+ 3+ 6 7 8 4 7 3+2x Furioso fists, a storm bolter, and a melta gunStorm Bolter 24” Rapid Fire 2 S4 AP0 D:1Heavy flamer 8” Heavy D6 S5 AP-1 D:1 This weapon hits automaticallyMeltagun 12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultFurioso fist Melee Sx2 AP-3 D:3 If a model is equipped with 2x Furioso fists, you can re-roll failed hit rolls when attacking with themBlood Talons Melee Sx2 AP-3 D: D6May replace its 2x Furioso fists with blood talonsMay replace storm bolster with heavy flamerMay replace meltagun with heavy flamerMay replace its smoke launchers with a magna grappleAbilitiesBlack Rage (pg 88)Insatiable: This model may move up to 6” when consolidating at the end of the Fight phaseExplodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3” suffers D3 mortal woundsSmoke Launchers: Once per battle, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Magna-grapple: if a model with a magna-grapple targets a Vehicle in the Charge phase, you can add 2 to its charge rollFaction Keywords: Imperium Adeptus Astartes, Blood Angels, Death CompanyKeywords: Vehicle, Dreadnought, Death Company DreadnoughtTerminator AncientPower 6M WS BS S T W A LD Sv5” 3+ 3+ 4 4 5 3 8 2+single model armed with a lightning clawLightning Claw Melee S:User AP-2 D:1 You can re-roll failed wound rolls for this weaponThunder Hammer Melee Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit rollMay replace lightning claw with a thunder hammerAbilitiesAnd They Shall Know No Fear (pg 88)Terminator Armor: This model has a 5++ invulnerable saveTeleport Strike: During deployment, you can set up this unit in a teleportation chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle —set it up anywhere on the battlefield that is more than 9” away from any enemy models.Archangel Standard: Friendly Blood Angels units within 6” of an Archangel standard add 1 to their Leadership characteristic, and you can re-roll failed hit rolls for them in the Fight phaseFaction Keywords: Imperium Adeptus Astartes, Blood Angels,Keyword: Character, Infantry, Ancient, TerminatorDeath CompanyPower 9M WS BS S T W A LD Sv6” 3+ 3+ 4 4 1 2 7 3+5x DC Marines. May include up to 5 additional DC Marines (Power Rating +9) or up to 10 additional DC Marines (Power Rating +18). Each model is armed with a bolt pistol, chainsword, frag and arak grenades.Bolt pistol 12” Pistol 1 S4 AP0 D:1Boltgun 24” Rapid Fire 1 S4 AP0 D:1Hand flamer 6” Pistol D3 S3 AP0 D:1 This weapon automatically hits its targetInferno pistol 6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultPlasma pistol —Standard 12” Pistol 1 S7 AP-3 D:1—Supercharge 12” Pistol 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slainChainsword Melee S: User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with this weaponPower Axe Melee S+1 AP-2 D:1Power Maul Melee S+2 AP-1 D:1Power Sword Melee S:User AP-3 D:1Thunder Hammer Melee Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit rollFrag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3Any model may replace his bolt pistol with blowgun, hand flamer, inferno pistol, plasma pistol, power axe, power fist, power maul, or power swordAny model may replace his chainsword with a power axe, power fist, power maul or power swordAny model may replace his chanisword and bolt pistol with a thunder hammerThe entire unit may take jump packs (Power Rating +1 per 5 models). If they do, their Move characteristic is increased to 12” and they gain the Jump Pack and Fly keywordsAbilitiesAnd They Shall Know No Fear (pg 88)Black RageJump Pack AssaultFaction Keywords: Imperium Adeptus Astartes, Blood Angels, Death CompanyKeywords: InfantrySanguinary GuardPower 10M WS BS S T W A LD Sv12” 3+ 3+ 4 4 2 2 8 2+4x Sanguinary Guard. May contain up to 6 additional Sanguinary Guard (Power Rating +12). Each Sanguinary Guard is armed with an angelus blowgun, encarmine sword, frag and krak grenadesAngelus blowgun 12” Assault 2 S4 AP-1 D:1Inferno pistol 6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultPlasma pistol —Standard 12” Pistol 1 S7 AP-3 D:1—Supercharge 12” Pistol 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slainEncarmine Axe Melee S+1 AP-2 D: D3Encarmine sword Melee S:User AP-3 D: D3Power fist Melee Sx2 AP-3 D: D3 When attacking with this weapon, you must subtract 1 from the hit rollFrag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3Any model may take a death maskAny model may replace his angelus blowgun with an inferno pistol or a plasma pistolAny model may replace his encarmine sword with an encarmine axe or a power fistAbilitiesAnd They Shall Know No Fear (pg 88)Heirs of Azkaellon: You can re-roll failed hit rolls for models form this unit if they are within 6” of a Blood Angels WarlordDeath Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death maskJump Pack AssaultFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Infantry, Jump Pack, Fly, Sanguinary GuardSanguinary Guard AncientPower 6M WS BS S T W A LD Sv12” 3+ 3+ 4 4 4 3 9 2+Single model armed with an angelus blowgun, an encarmine sword, frag and krak grenadesAngelus blowgun 12” Assault 2 S4 AP-1 D:1Inferno pistol 6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest resultPlasma pistol —Standard 12” Pistol 1 S7 AP-3 D:1—Supercharge 12” Pistol 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slainEncarmine Axe Melee S+1 AP-2 D: D3Encarmine sword Melee S:User AP-3 D: D3Power fist Melee Sx2 AP-3 D: D3 When attacking with this weapon, you must subtract 1 from the hit rollFrag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3May take a death maskMay replace his angelus blowgun with an inferno pistol or a plasma pistolMay replace his encarmine sword with an encarmine axe or a power fistAbilitiesAnd They Shall Know No Fear (pg 88)Heirs of Azkaellon: You can re-roll failed hit rolls for models form this unit if they are within 6” of a Blood Angels WarlordDeath Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death maskJump Pack AssaultBlood Angels Chapter Banner: Friendly Blood Angels units within 6” of a Blood Angels Chapter banner do not need to take Morale tests and re-roll wound rolls of 1 in the Fight phase.Faction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Ancient, Jump Pack, Fly, Sanguinary GuardBaal PredatorPower 8M WS BS S T W A LD Sv* 6+ * 6 7 11 * 8 3+single model equipped with a twin assault cannon*Some of this model’s characteristics change as it suffers damage, as shown below:Remaining W M BS A6-11+ 12” 3+ 33-5 6” 4+ D31-2 3” 5+ 1Flamestorm cannon 8” Assault D6 S6 AP-2 D:2 This weapon automatically hits its targetHeavy bolter 36” Heavy 3 S5 AP-1 D:1Heavy flamer 8” Heavy D6 S5 AP-1 D:1 This weapon hits automaticallyTwin assault cannon 24” Heavy 12 S6 AP-1 D:1May replace its twin assault cannon with a flame storm cannonMay take two heavy bolters or two heavy flamersAbilitiesOvercharged Engines: When this model Advances, roll 2 dice and pick the highest resultExplodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 3” suffers D3 mortal woundsSmoke Launchers: Once per battle, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Faction Keyword: Imperium Adeptus Astartes, Blood AngelsKeywords: Vehicle, Predator, Baal PredatorCHARACTERSCommander DantePower 11M WS BS S T W A LD Sv12” 2+ 2+ 4 4 6 6 9 2+single model armed with the Axe Mortalis, an Inferno Pistol, frag grenades, and krak grenades. Only one per armyInferno pistol 6” Pistol 1 S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard the lowest resultThe Axe Mortalis Melee S+2 AP-3 D: D3 You can re-roll failed wound rolls for this weapon if the target is a CharacterFrag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Chapter Master: You can re-roll failed hit rolls for friendly Blood Angels within 6” of Commander DanteJump Pack Assault: During deployment, you can set up Commander Dante high in the skies instead of placing him on the battlefield. At the end of any of you Movement phases Commander Dante can assault from above —set him up anywhere on the battlefield that is more than 9” away from any enemy models.Death Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death maskIron Halo: Commander Dante has a 4++ invulnerable saveFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Chapter Master, Jump Pack, Fly, Commander DanteChief Librarian MephistonPower 8M WS BS S T W A LD Sv7” 2+ 2+ 5 5 5 4 9 2+Single model armed with a plasma pistol, the Sanguine Sword, frag grenades and arak grenades. Only one per armyPlasma pistol —Standard 12” Pistol 1 S7 AP-3 D:1—Supercharge 12” Pistol 1 S8 AP-3 D:2 On a hit roll of 1, the bearer is slainThe Sanguine Sword Melee Sx2 AP-3 D: D3Frag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Lord of Death: Each time Chief Librarian Mephiston suffers an unsaved wound or a mortal wound roll a D6 and a 5+ the damage is ignored.Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy Psykers within 12”Psyker: Chief Librarian Mephiston can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smit psychic power and two? psychic powers from the Sanguinary disciplineFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Librarian, Psyker, Chief Librarian MephistonThe SanguinorPower 9M WS BS S T W A LD Sv12” 2+ 2+ 4 4 5 5 9 2+single model armed with an encarmine broadsword, frag and arak grenades. Only one per armyEncarmine broadsword Melee S+2 AP-4 D: D3Frag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Aura of Fervour: You can add 1 to the Attacks characteristic of friendly Blood Angels Infantry units within 6” of the SanguinorAvenging Angel: The Sanguinor can charge even if he Fell Back in the preceding Movement phaseDeath Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death maskIron Halo: The Sanguinor has a 4++ invulnerable saveJump Pack AssaultFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Jump Pack, Fly, The SanguinorAstorathPower 8M WS BS S T W A LD Sv12” 2+ 2+ 4 4 5 4 9 2+single model armed with The Executioner’s Axe, a bolt pistol, frag and krak grenades. Only one per armyBolt pistol 12” Pistol 1 S4 AP0 D:1The Executioner’s Axe Melee S+1 AP-3 D: D3 Each time you roll a wound roll of 6+ for this weapon it causes 3 damaged instead of D3Frag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Redeemer of the Lost: All friendly Blood Angels units within 6” of Astorath can use his Leadership instead of their own. In addition, friendly Death Company units automatically pass Morale tests if they are within 6” of Astorath.Jump Pack AssaultLitanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly Blood Angels units within 6” of AstorathMass of Doom: Once per battle, at the start of your Movement phase, Astorath may chant the Mass of Doom. Roll a D6 for each friendly Blood Angels Infantry unit within 6” of Astorath and apply the result below:D6 Result1 Frenzied Death Throes: The unit suffers a mortal wound2-5: Dark Wrath: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn6: Vessel of Sanguinius: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn. In addition, the unit has a 4+ invulnerable save until the end of your tun.Rosarius: 4++ invulnerable saveFaction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Chaplain, Jump Pack, Fly, AstorathBrother CorbuloPower 5M WS BS S T W A LD Sv6” 2+ 2+ 4 4 5 4 9 3+Single model armed with Heaven’s Teeth, bolt pistol, frag grenades and arak grenades. Only one per armyBolt pistol 12” Pistol 1 S4 AP0 D:1Heaven’s Teeth Melee S+1 AP-1 D:1Frag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Far-Seeing Eye: Once per turn you can re-roll a single dice roll made for Brother CorbelThe Red Grail: Friendly Blood Angels Infantry and Biker units increase their Strength characteristic by 1 whilst they are within 6” of any Sanguinary Priests. In addition, each time you make a hit roll of 6+ in the Fight phase for a friendly Blood Angels unit within 6” of Brother Corbel, that unit may immediately make another close combat attack using the same weapons. These bonus attacks cannot themselves generate any additional close combat attacks.Narthecium: At the end of any of your Movement phases, the Sanguinary Priest can attempt to heal or revive a single model. Select a friendly Blood Angels Infantry or Biker unit within 3” of the Sanguinary Priest. If that unit contains a wounded model, it immediately regains D3 lost wounds. IF the chosen unit contains no wounded models but one or more of its models have ben slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If a Sanguinary Priest fails to revive a model in this manner he can do nothing else for the remainder of the turn (shoot, charge, fight etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.Faction Keywords: Imperium Adeptus Astartes, Blood AngelsKeyword: Character, Infantry, Sanguinary Priest, Brother CorbuloLemartesPower 7M WS BS S T W A LD Sv12” 2+ 3+ 4 4 4 5 9 3+single model armed with The Blood Crozius, a bolt pistol, frag and krak grenades. Only one per armyBolt pistol 12” Pistol 1 S4 AP0 D:1The Blood Crozius Melee S+2 AP-2 D: D3Frag grenade 6” Grenade D6 S3 AP0 D1Krak grenade 6” Grenade 1 S6 Ap-1 D3AbilitiesAnd They Shall Know No Fear (pg 88)Fury Unbound: You can re-roll failed charge rolls and failed hit rolls in the Fight phase for friendly Death Company units within 6” of LemartesGuardian of the Lost: All friendly Death Company units within 6” of Lemartes can use his Leadership instead of their ownJump Pack AssaultRosarius: 4++ invulnerable saveFaction Keywords: Imperium Adeptus Astartes, Blood Angels, Death CompanyKeyword: Character, Infantry, Chaplain, Jump Pack, Fly, Lemartes The following is my objective opinion based on what I have pieced together so far: Hidden Content ANALYSIS (so far): -They pretty much transcribed our last Codex into 8th Edition format... -.....and that SUCKS. So much for a much-hoped-for reset. We will have to see if all Factions in the game got similarly toned down. If not, we may be the same (as in ) at best, and even worse off. -******Biggest difference: we have NO special rules beyond Black Rage which obviously only Death Company units get.******* -...that means NO +1S or striking-first buffs for Charging. No re-rolls to Charges or anything either. -+1S is now what Blood Chalices do. -...speaking of Sanguinary Priests, Nartheciums let you regain a lost Wound (for multi-wound characters) OR bring back a slain model on a 4+. Welcome to 8th edition -Death Company Chaplains as a unique unit no longer exist -We do NOT get any vanilla toys like Centurions, Land Speeder Storm, Stormhawk, etc... -Death Company took a major major bath....and not in the enemy's blood. With the way 8th ed rules work, they get THREE attacks on the Charge...and that's it. They ignore Wounds on a 6+. -Death Company Dreads are better, since Dreads are better overall. But DC Dreads also get "Insatiable" which lets them move up to 6" when consolidating at the end of the Fight phase. Lost extra attack. -Furioso + DC Dreads: move 8" (we'll see what more special snowflake Factions get) and can choose between Furioso Fists (Sx2 AP-3 D:3 and re-roll To Hit if you have 2 of them) or Blood Talons (Sx2 AP-3 D:D6). Blenders are back? -...speaking of Furiosos....Frag Cannon = 8” Assault 2D6 S6 AP-1 D:1 This weapon automatically hits its target. Meh. -This will undoubtedly apply to all Factions as well, but dudes with banners are now their own seperate units. They are a single model with 4W (Sanguinary Ancient) or 5W (Terminator Ancient). This is interesting. Since they are Characters with less than 10W, that means they can't get targeted if you play them smart (or your enemy plays Enemy at the Gates and brings all Sniper Rifles...more on that to come). In general, 8th seems to be about 6" bubbles of buffiness -Terminator Ancient carries Archangel Standard: Friendly Blood Angels units within 6” of an Archangel standard add 1 to their Leadership characteristic, and you can re-roll failed hit rolls for them in the Fight phase -Sanguinary Ancient carries Blood Angels Chapter Banner: Friendly Blood Angels units within 6” of a Blood Angels Chapter banner do not need to take Morale tests and re-roll wound rolls of 1 in the Fight phase. -Sanguinary Guard: meh.....1 step forward, 2 steps back... ---On one hand they get a neat-o special rule called "Heirs of Azkaellon": You can re-roll failed hit rolls for models from this unit if they are within 6” of a Blood Angels Warlord ---They also now have 2 wounds ---(trying to be positive here) ---...but Glaive Encarmines are still nothing special. They are just power swords (S:User AP-3) that do D3 wounds to multi-wound models. Compare to Relic Blades who are S+2 AP-3 D:D3.....and then realize that we no longer have Furious Charge (+1S on the charge) and you see how we got shafted ---Sorry, kids. Encarmine Broadsword is only for the Sanguinor ---...and SG are now Ld8 (oh boy!) AND lost Fearless. ---so, long story short, if you're not taking the Sanguinary Ancient you're a moron. -Baal Predator: moves 12" if it has 6+ of its 11W left. Flamestorm cannon is 8" Assault D6 S6 AP-2 D:2 and Twin Assault Cannon (or " canary" as my auto-corect likes to call it) is 24" Heavy 12 S6 AP-1 D:1. So weapons are nerfed big time, though we will have to see how they stack up compared to other Factions -Librarian Dreadnought: Force Halberd is S+4 AP-4 D:D3. Interesting. Worse Strength than Power Fists, but better AP. interestingly enough, it can't be targeted if you keep some meatshields in front....since it's a Character with less than 10W. Combine that with the new Shield of Sanguinius and Librarian Dreads will be flooding the board now. LOLZ Psyhic Powers: We now can ONLY roll OR choose (still don't get that) powers from the Sanguinary table. Blood Boil: roll a 5+18" 3D6 - enemy's Toughness. Enemy unit suffers a mortal wound for each point of difference. Hmmm. Jury's out on this one. Shield of Sanguinius: roll a 6+. friendly BA unit in 12" gets a flat 4++ invuln. Straight up upgrade. It can't all be bad.... Unleash Rage: 6+. friendly BA in 12" gets +1A. Not much has changed, except this is 8th Edition so I have a feeling this may be more valuable than it first appears. Characters: -Dante: seriously disappointed (without yet seeing what's happened to Calgar, Logan, etc...). ---Axe Mortalis is WORSE because it's AP-3 instead of the equivalent AP-4 it was in 7th. Does D3 wounds...but that's only against multi-wound models. Gets to re-roll To Wound against Characters in melee...so that's something ---As Chapter Master (keyword/ability) all friendly BA in 6" re-roll To Hit. That's nice. ---forgot how to Hit and Run. Age is a ---so why is he so worse off? Gone are all his Warlord buffs and his huge edge from 7th: I6/I7 on the Charge. Also losing +1S without Furious Charge hurts -Chief Librarian Mephiston: they're really emphasizing his title. <sigh> quite underwhelmed. ---S5/T5/W5....was hoping for a bit more ---can supercharge his plasma pistol to make is 12" S8 AP-3 D:2, but auto-kills him on a To Hit of 1. LOLZ ---still only gets to roll/choose/cast two psychic powers. So much for being one of the most powerful psykers in the Imperium <face palm> ---ok, there is some good with Mephy: ---The Sanguine Sword: is now wargear, so no more blowing braincells going for it: Sx2 AP-3 D:D3 ---"Lord of Death" special rule: if you suffer an unsaved wound OR a mortal wound, you can ignore it on a 5+. Considering that Mortal Wounds are like the new scary thing, this is pretty good -The Sanguinor: at least he's got a better sword, with the only Encarmine Broadsword in the army: S+2 AP-4 D:D3 (so basically a S6 AP1 weapon that hurts multi-wound things more). ---can Charge even if he fell back in the previous turn.....not sure what that means? First thought is "that sucks that he can fall back" but maybe it's a pseudo-Hit and Run ---gives all friendly BA in 6" +1A. Meh....until you realize how much less that sauce is going around in 8th Ed ---disappointingly not a Flying Monstrous Creature or something, but we'll see how that all shakes out when other armies start getting fleshed out -Brother Corbulo was diagnosed with terrible nearsightedness. His "Far Seeing Eye" works only for a single dice that he rolls...but you get to do it once per Turn. +/- ? ---his chainsword sucks since it lost Rending (it's S+1 AP-1 D:1 now) -Astorath: all friendly BA in 6" (notice the theme here) use his Ld9 instead and DC in 6" auto-pass Morale. ---all friendly BA in 6" re-roll To Hit (not sure if this what all Chaplains will do) ---Ok, "The Grim's" secret sauce is that once per game, he can call a "Mass of Doom." This is like bath salts for your army, since for each BA unit (so Dreadnoughts too!) you roll a D6 with the following results: 1: suffers a mortal wound (hence the bath salts) 2-5: add +1 to hit rolls in the Fight phase until the end of your Turn 6: "Vessel of Sanguinius" (cool points for name of effect): same as 2-5 but also get 4++ invuln. Niiiiiice. Hope you didn't blow Shield of Sanguinius on that unit. -Lemartes: he at least comes off better with his Crozius being S+2 AP-2 D:D3 ---and all DC within 6" use his Ld9 instead ---.....but the real sweetness is that all DC units within 6" of Lemmy re-roll failed Charge rolls AND To Hit rolls in the Fight subphase. I would guess he is getting a new model Weapons: -Sniper Rifles: can target Characters no matter what and 6's To Wound cause mortal wounds . "Target sighted. Cleared to fire?" Sniper Scouts are back on the menu, boys! -There are a hilariously large number of plasma weapons now (guns, cannons, incinerators, cutters, heavy versions of everything, twin versions of everything, twin-heavy versions of everything). Somebody got a letter from the Galatic Association of Unionized Plasma Workers -Master Crafted weapons seem to do D:2 damage. So MC boltguns are pretty interesting -Chainswords are still EXACTLY the same as Combat Knives (S:User AP0 D:1). Oh GW.... TL: DR: -too early to tell what it actually means, but GW translated our previous Codex into 8th pretty much exactly as it is. So much for caring about balance... -those who want us to shut up and get in line with being red UM may have gotten their wish....but be careful what you wish for since we did NOT get any of the vanilla toys as compensation -Dante is out -Astorath is in -Sanguinor is in only if the cool kids like what he is wearing -Lemartes is so in -Librarian Dreadnought spam will be our thing Edited May 29, 2017 by Indefragable vahouth, Chaplain Gunzhard and Valerian 3 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760334 Share on other sites More sharing options...
halzet Posted May 29, 2017 Share Posted May 29, 2017 (edited) But none of the characters are part of the unit and look out sir doesn't exist. Which means it won't be too difficult to get to a point where those characters get picked off with shooting due to positioning They mentioned that even though there is no look out sir anymore, there are still bodyguard units like command squads, tyrant guards etc that can draw wounds from the characters near them. And if that fails, you can always hide. But there is no command squad anymore - at least, none available for the Blood Angels and the Sanguinary Guard don't have an ability to take wounds from characters. Edit: Might be an ability on Company Veterans? But I'm not holding my breath. I'm reading Company Veterans, Sanguinary Novitiate, Company Champion and Company Ancient. Isn't that a command squad? Individual data sheets. So if I am understanding everything correctly, they will be acting as characters, not as a command squad. If there was a command squad, there would be a command squad data sheet. Regarding the Sanguinor, his rule states he may charge even if he fell back in the preceding movement phase. So, he could fall back from one combat and then charge into another combat in the same turn. Edited May 29, 2017 by halzet Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760343 Share on other sites More sharing options...
vahouth Posted May 29, 2017 Share Posted May 29, 2017 All I'm trying to say is that this looks like they're not called command squad anymore, but company veterans instead. There are already units in the 8th that act as bodyguards. Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760394 Share on other sites More sharing options...
halzet Posted May 29, 2017 Share Posted May 29, 2017 Ah, yeah. Company Veterans certainly could be the bodyguard unit. Would make them different to the Sternguard or Vanguard veterans enough and with the smaller unit size would make more sense. Though I find it slightly amusing that the bodyguard unit would be the one without guard in the name... Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760421 Share on other sites More sharing options...
cerberus_ Posted May 29, 2017 Share Posted May 29, 2017 (edited) So new rules dropped for space marines for special weapon point values. Thunder hammers and power fists share the same profile except hammers deal 3 wounds as opposed to a fist's d3. Time to shelf death company powerfist squads, it's hammertime. Edited May 29, 2017 by cerberus_ Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760427 Share on other sites More sharing options...
tkni Posted May 29, 2017 Share Posted May 29, 2017 (edited) I also don't see any restrictions on the sanguinary ancient, so it looks like we can spam chapter banners still... [edit] I'm totally calling all of my hammer DC Raphen then. [edit2] It also appears we can spam both Priests (as HQs) and Novitiates (as Elites), meaning a patrol vanguard detachment of 1 troops choice, 2 priests and 6 apothecaries should be legit. Hah. Edited May 29, 2017 by Taeknologik Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760457 Share on other sites More sharing options...
Charlo Posted May 29, 2017 Share Posted May 29, 2017 Send in the Sanguinary Medics detachment! Valerian, simison, tkni and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/334012-8th-edition-rulesdatasheets-for-bas-leaked/page/2/#findComment-4760508 Share on other sites More sharing options...
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