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I have 2 questions

 

1. The Libby Dread being a character with less than 10 wounds means that he cannot be targeted now? :huh.:

 

2. Is the game getting quicker when we'll have to roll a D3 for each and every wound the Sanguinary Guard deals? 

I have 2 questions

 

1. The Libby Dread being a character with less than 10 wounds means that he cannot be targeted now? :huh.:

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.

 

 

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).

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...

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.

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 :yes:

 

Add in jump packs, thats a deep strike 12" movement and pistols

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 :yes:

 

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.

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

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 by cerberus_

 

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. :tongue.:

 

 

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 by halzet

 

 

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. :tongue.:

 

 

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?

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 Squad
Attack Bike Squad
Bike Squad
Captain
Captain in Gravis Armor
Captain in Terminator Armor
Captain on Bike
Chaplain
Chaplain in Termaintor Armor
Chaplain on Bike
Company Ancient -1
Company Champion -1
Company Veterans -1
Devastator Squad
Dreadnought
Drop Pod
Hellblaster Squad
Imperial Space Marine
Inceptor Squad
Intercessor Squad
Land Raider
Land Raider Crusader
Land Raider Excelsior
Land Raider Redeemer
Land Speeders
Librarian
Librarian in Terminator Armor
Librarian on Bike
Predator
Primaries Ancient
Primaris Lieutenants
Razorback
Rhino
Rhino Primaris
Sanguinary Novitiate (use the Apothecary data sheet) -1
Scout Bike Squad
Scout Squad
Servitors
Sternguard Veteran Squad
Stormraven Gunship
Tactical Squad
Techmarine -1
Tech marine on Bike
Terminator Assault Squad
Terminator Squad
Vanguard Veteran Squad
Vindicator
Whirlwind

1 = 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 Pistol
Hand Flamer
And the following weapon to the Heavy Weapons list when equipping Blood Angels units:
Heavy Flamer

Sanguinary Discipline
D3    Psychic Power

1    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 Fear
You can re-roll failed Morale tests for this unit

Black 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 WEAPONS

RANGED WEAPONS
Sniper 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 damage
Special issue boltgun    30” Rapid Fire 1 S4 AP-2 D:1
Storm bolter            24” Rapid Fire 2 S4 AP0 D:1
Twin assault cannon    24” Heavy 12 S6 AP-1 D:1
Twin autocannon        48” Heavy 4 S7 A{-1 D:2
Twin boltgun        24” Rapid Fire 2  S4 AP0 D:1
Twin heavy bolter        36” Heavy 6 S5 AP-1 D:1
Twin heavy flamer        8” Assault 2D6 S5 AP-1 D:1 This weapon auto hits
Twin 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 resolved
Twin lascannon        48” Heavy 2 S9 AP-3 D:D6
Twin multi-melta        24” Heavy 2 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard                 the lowest result
Twin 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 resolved
Typhoon ML
—Frag missile        48” Heavy 2D6 S4 AP0 D:1
—Krak missile        48” Heavy 2  S8 AP-2 D:D6
Volkite Charger (!!!)        15” Heavy 2  S5 AP0 D:2
Whirlwind Castellan Lchr    72” Heavy 2D6  S6 AP0 D:1 This weapon can target units that are not visible to the                 firing model
Whirlwind vngnce Lchr    72” Heavy 2D6 S7 AP-1 D:2 This weapon can target units that are not visible to the                 firing model
Wrist-mnted ‘nade Lchr    12” Assault D3 S4 AP1** D:1
Grav-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 D3
Grenade harness        12” Assault D6  S4 AP1** D:1
Heavy bolter        36” Heavy 3   S5 AP-1 D:1
Heavy 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 resolved
Hunter-killer missile        48” Heavy 1 S8 AP-2 D:D6 A model can only fire each of its hunter-killer missiles                 once per battle
Hurricane bolter        24” Rapid Fire 6  S4 AP0 D:1
Kheres Assault Cannon    24” Heavy 6  S7 AP-1 D:1
Las-talon            24” Heavy 2   S9 AP-3 D:D6
Las cannon            48” Heavy 1 S9 AP-3 D: D6
MC auto bolt rifle        24” Assault 2  S4 AP0 D:2
MC boltgun            24” Rapid Fire 1  S4 AP-1 D:2
Malta bomb            4” Grenade 1  S8 AP-4 D:D6
Meltagun            12” Assault 1 S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard                 the lowest result
Missile Launcher        
—Frag Missile        48” Heavy D6  S4 AP0 D:1
—Krak Missile        48” Heavy 1  S8 AP-2 D: D6
Multi-melta             24” Heavy 1  S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard                 the lowest result
Orbital 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 D6
Plasma 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 resolved
Plasma 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 resolved
Plasma 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 resolved
Plasma 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 resolved
Plasma 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:3

MELEE WEAPONS
Bolt storm gauntlet (melee)    Sx2 AP-3 D:D3 When attacking with this weapon, you must subtract 1                     from the hit roll
Chainfist                Sx2 AP-4 D:2 When attacking with this weapon, you must subtract 1                     from the hit roll
Chainsword                S:User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with                     this weapon
Champion’s blade            S:User AP-2 D:1 Each time the bearer fights, it can make 1 additional attack with                     this weapon
Combat knife            S:User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with                     this weapon
Crozius Arcanum            S+1 AP-1 D:2
Dreadnought chainfist        Sx2 AP-4 D:4
Dreadnought CCW            Sx2 AP-3 D:3
Eviscerator                Sx2 AP-4 D:D3 When attacking with this weapon, you must subtract 1                     from the hit roll
Force Axe                S+1 AP-2 D:D3
Force Stave                S+2 AP-1 D:D3
Force Sword            S:User AP-3 D:D3
Lightning 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 them
MC Power Sword            S:User AP-3 D:2
Power Axe                S+1 AP-2 D:1
Power lance                S+2 AP-1 D:1
Power Maul                S+2 AP-1 D:1
Power Sword            S:User AP-3 D:1
Relic Blade                S+2 AP-3 D: D3
Seismic hammer            Sx2 AP-4 D:5 When attacking with this weapon, you must subtract 1                     from the hit roll
Servo-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 roll
Siege Drill                Sx2 AP-4 D:3
Thunder Hammer            Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit                     roll

OTHER 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 1
Combat Shield            A model with a combat shield has a 5++ invulnerable save
Storm Shield            A model with a storm shield has a 3++ invulnerable save

POINTS VALUES

Unit                    Models Per Unit    Points per Model (Does not include warmer)
Baal Predator                1        107
Company Ancient with Jump Pack    1        72
Company Champion with JP        1        70
Company Veterans with JP        2-5        19
Death Company                5-15        17
Death Company Dreadnought        1        128
Death Company with JP            5-15        20
Furioso Dreadnought            1        122
Librarian Dreadnought            1        150
Sanguinary Guard                4-10        22
Sanguinary Guard Ancient            1        84
Sanguinary Novitiate with JP        1        60
Sanguinary Priest                1        69 (hehehe)
Sanguinary Priest on Bike            1        94
Sanguinary Priest with JP            1        86
Techmarine with Jump Pack        1        91
Terminator Ancient                1        108

Unit                    Models Per Unit    Points per Model (Does not include warmer)
Astorath                    1        143
Brother Corbulo                1        94
Captain Tyco                    1        95
Chief Librarian Mephiston            1        145
Commadner Dante                1        215
Gabriel Seth                    1        135
Lemartes                    1        129
The Sanguinor                1        170
Tyco the Lost                    1        70

Ranged Weapons
Weapon            Points per weapon
Angelus boltgun            9
Frag cannon                19
Hand flamer                8
Inferno pistol                20

Melee Weapons
Weapon            Points per weapon
Blood Talons                65
Encarmine axe            16
Encarmine sword            13
Furioso fist (single/pair)        40/50
Furioso force halberd        0

Other Wargear
Wargear            Points per Item
Death mask                2
Magna-grapple            5

UNITS

Sanguinary Priest
Power 4
M    WS    BS    S    T    W    A    LD    Sv
6”    2+    3+    4    4    4    3    9    3+
single model with bolt pistol, chainsword, frag grenades, arak grenades

Bolt pistol        12” Pistol 1 S4 AP0 D1
Boltgun        24” Rapid Fire 1 S4 AP0 D1
Chainsword        Melee S:User AP0 D1 Each time the bearer fights, it can make 1 additional attack with this weapon
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

may replace bolt pistol with a boltgun or an item from the Pistols or Combi-weapons
may replace chainsword with an item from the Melee Weapons list
may replace his bolt pistol with an item from the Melee Weapons list
model 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 keywords

Abilities
And 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 Priests
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.
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 models

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Sanguinary Priest

Librarian Dreadnought
Power 10
M    WS    BS    S    T    W    A    LD    Sv
6”    2+    3+    6    7    8    3    9    3+

Force Halberd
Furioso fist + storm bolter

Storm Bolter        24” Rapid Fire 2    S4 AP0 D:1
Heavy flamer        8” Heavy D6 S5 AP-1 D:1 This weapon hits automatically
Meltagun        12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the             lowest result
Furioso fist        Melee    Sx2 AP-3 D:3
Furioso Force halberd    Melee S+4 AP-4 D3

May replace storm bother with heavy flamer or meltagun

Abilities:
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 wounds
Smoke 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 Angels
Keywords: Character, Vehicle, Dreadnought, Librarian, Psyker, Librarian Dreadnought

Furioso Dreadnought
Power 10
M    WS    BS    S    T    W    A    LD    Sv
8”    3+    3+    6    7    8    4    8    3+
single model with 2x Furioso fists, a storm bolster, and a meltagun

Frag cannon        8” Assault 2D6 S6 AP-1 D:1 This weapon automatically hits its target
Storm Bolter        24” Rapid Fire 2    S4 AP0 D:1
Heavy flamer        8” Heavy D6 S5 AP-1 D:1 This weapon hits automatically
Meltagun        12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest result
Furioso 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 them
Blood Talons        Melee Sx2 AP-3 D: D6

May replace one Furioso fist and either its storm bolter or its meltagun with a frag cannon
May replace its two Furioso fists with Blood Talons
May  replace storm bolster with heavy flamer
May replace meltagun with heavy flamer
May  replace its smoke launchers with a magna grapple

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keywords: Vehicle, Dreadnought, Furioso Dreadnought

Death Company Dreadnought
Power 11
M    WS    BS    S    T    W    A    LD    Sv
8”    3+    3+    6    7    8    4    7    3+
2x Furioso fists, a storm bolter, and a melta gun

Storm Bolter        24” Rapid Fire 2    S4 AP0 D:1
Heavy flamer        8” Heavy D6 S5 AP-1 D:1 This weapon hits automatically
Meltagun        12” Assault 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the lowest result
Furioso 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 them
Blood Talons        Melee Sx2 AP-3 D: D6

May replace its 2x Furioso fists with blood talons
May  replace storm bolster with heavy flamer
May  replace meltagun with heavy flamer
May  replace its smoke launchers with a magna grapple

Abilities
Black Rage (pg 88)
Insatiable: This model may move up to 6” when consolidating at the end of the Fight phase
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 wounds
Smoke 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 roll

Faction Keywords: Imperium Adeptus Astartes, Blood Angels, Death Company
Keywords: Vehicle, Dreadnought, Death Company Dreadnought

Terminator Ancient
Power 6
M    WS    BS    S    T    W    A    LD    Sv
5”    3+    3+    4    4    5    3    8    2+
single model armed with a lightning claw

Lightning Claw    Melee S:User AP-2 D:1 You can re-roll failed wound rolls for this weapon
Thunder Hammer    Melee Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit roll

May replace lightning claw with a thunder hammer

Abilities
And They Shall Know No Fear (pg 88)
Terminator Armor: This model has a 5++ invulnerable save
Teleport 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 phase

Faction Keywords: Imperium Adeptus Astartes, Blood Angels,
Keyword: Character, Infantry, Ancient, Terminator


Death Company
Power 9
M    WS    BS    S    T    W    A    LD    Sv
6”    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:1
Boltgun        24” Rapid Fire 1 S4 AP0 D:1
Hand flamer        6” Pistol D3 S3 AP0 D:1 This weapon automatically hits its target
Inferno pistol        6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the             lowest result
Plasma 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
Chainsword        Melee S: User AP0 D:1 Each time the bearer fights, it can make 1 additional attack with this             weapon
Power Axe        Melee S+1 AP-2 D:1
Power Maul        Melee S+2 AP-1 D:1
Power Sword        Melee S:User AP-3 D:1
Thunder Hammer    Melee Sx2 AP-3 D3 When attacking with this weapon, you must subtract 1 from the hit roll
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Any model may replace his bolt pistol with blowgun, hand flamer, inferno pistol, plasma pistol, power axe, power fist, power maul, or power sword
Any model may replace his chainsword with a power axe, power fist, power maul or power sword
Any model may replace his chanisword and bolt pistol with a thunder hammer
The 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 keywords

Abilities
And They Shall Know No Fear (pg 88)
Black Rage
Jump Pack Assault

Faction Keywords: Imperium Adeptus Astartes, Blood Angels, Death Company
Keywords: Infantry


Sanguinary Guard
Power 10
M    WS    BS    S    T    W    A    LD    Sv
12”     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 grenades

Angelus blowgun        12” Assault 2 S4 AP-1 D:1
Inferno pistol            6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the                 lowest result
Plasma 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
Encarmine Axe        Melee S+1 AP-2 D: D3
Encarmine sword        Melee    S:User AP-3 D: D3
Power fist            Melee Sx2 AP-3 D: D3 When attacking with this weapon, you must subtract 1 from the                 hit roll
Frag grenade        6” Grenade D6 S3 AP0 D1
Krak grenade        6” Grenade 1 S6 Ap-1 D3

Any model may take a death mask
Any model may replace his angelus blowgun with an inferno pistol or a plasma pistol
Any model may replace his encarmine sword with an encarmine axe or a power fist

Abilities
And 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 Warlord
Death Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death mask
Jump Pack Assault

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Infantry, Jump Pack, Fly, Sanguinary Guard

Sanguinary Guard Ancient
Power 6
M    WS    BS    S    T    W    A    LD    Sv
12”    3+    3+    4    4    4    3    9    2+
Single model armed with an angelus blowgun, an encarmine sword, frag and krak grenades

Angelus blowgun        12” Assault 2 S4 AP-1 D:1
Inferno pistol            6” Pistol 1 S8 AP-4 D:D6 If target within half range, roll 2D6 for damage and discard the                 lowest result
Plasma 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
Encarmine Axe        Melee S+1 AP-2 D: D3
Encarmine sword        Melee    S:User AP-3 D: D3
Power fist            Melee Sx2 AP-3 D: D3 When attacking with this weapon, you must subtract 1 from the                 hit roll
Frag grenade        6” Grenade D6 S3 AP0 D1
Krak grenade        6” Grenade 1 S6 Ap-1 D3

May take a death mask
May replace his angelus blowgun with an inferno pistol or a plasma pistol
May replace his encarmine sword with an encarmine axe or a power fist

Abilities
And 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 Warlord
Death Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death mask
Jump Pack Assault
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.


Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Ancient, Jump Pack, Fly, Sanguinary Guard

Baal Predator
Power 8
M    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    A
6-11+            12”    3+    3
3-5            6”     4+    D3
1-2            3”    5+    1

Flamestorm cannon        8” Assault D6 S6 AP-2 D:2 This weapon automatically hits its target
Heavy bolter            36” Heavy 3 S5 AP-1 D:1
Heavy flamer            8” Heavy D6 S5 AP-1 D:1 This weapon hits automatically
Twin assault cannon    24” Heavy 12     S6 AP-1 D:1

May replace its twin assault cannon with a flame storm cannon
May take two heavy bolters or two heavy flamers

Abilities
Overcharged Engines: When this model Advances, roll 2 dice and pick the highest result
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 wounds
Smoke 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 Angels
Keywords: Vehicle, Predator, Baal Predator



CHARACTERS

Commander Dante
Power 11
M    WS    BS    S    T    W    A    LD    Sv
12”    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 army

Inferno pistol        6” Pistol 1 S8 AP-4 D: D6 If target within half range, roll 2D6 for damage and discard the             lowest result
The Axe Mortalis    Melee S+2 AP-3 D: D3 You can re-roll failed wound rolls for this weapon if the target is a Character
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And They Shall Know No Fear (pg 88)
Chapter Master: You can re-roll failed hit rolls for friendly Blood Angels within 6” of Commander Dante
Jump 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 mask
Iron Halo: Commander Dante has a 4++ invulnerable save

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Chapter Master, Jump Pack, Fly, Commander Dante

Chief Librarian Mephiston
Power 8
M    WS    BS    S    T    W    A    LD    Sv
7”    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 army

Plasma 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
The Sanguine Sword    Melee    Sx2 AP-3 D: D3
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And 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 discipline

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Librarian, Psyker, Chief Librarian Mephiston

The Sanguinor
Power 9
M    WS    BS    S    T    W    A    LD    Sv
12”    2+    2+    4    4    5    5    9    2+
single model armed with an encarmine broadsword, frag and arak grenades. Only one per army

Encarmine broadsword    Melee S+2 AP-4 D: D3
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And 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 Sanguinor
Avenging Angel: The Sanguinor can charge even if he Fell Back in the preceding Movement phase
Death Mask: Enemy units suffer a -1 Modifier to their Leadership while they are within 3” of any models wearing a death mask
Iron Halo:  The Sanguinor has a 4++ invulnerable save
Jump Pack Assault

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Jump Pack, Fly, The Sanguinor

Astorath
Power 8
M    WS    BS    S    T    W    A    LD    Sv
12”     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 army

Bolt pistol            12” Pistol 1    S4 AP0 D:1
The 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 D3
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And 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 Assault
Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly Blood Angels units within 6” of Astorath
Mass 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    Result
1    Frenzied Death Throes: The unit suffers a mortal wound
2-5:    Dark Wrath: You can add 1 to hit rolls made for this unit in the Fight phase until the end of your turn
6:    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 save

Faction Keywords: Imperium Adeptus Astartes, Blood Angels
Keyword: Character, Infantry, Chaplain, Jump Pack, Fly, Astorath

Brother Corbulo
Power 5
M    WS    BS    S    T    W    A    LD    Sv
6”    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 army

Bolt pistol        12” Pistol 1    S4 AP0 D:1
Heaven’s Teeth    Melee S+1 AP-1 D:1
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And They Shall Know No Fear (pg 88)
Far-Seeing Eye: Once per turn you can re-roll a single dice roll made for Brother Corbel
The 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 Angels
Keyword: Character, Infantry, Sanguinary Priest, Brother Corbulo


Lemartes
Power 7
M    WS    BS    S    T    W    A    LD    Sv
12”    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 army

Bolt pistol        12” Pistol 1    S4 AP0 D:1
The Blood Crozius    Melee S+2 AP-2 D: D3
Frag grenade    6” Grenade D6 S3 AP0 D1
Krak grenade    6” Grenade 1 S6 Ap-1 D3

Abilities
And 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 Lemartes
Guardian of the Lost: All friendly Death Company units within 6” of Lemartes can use his Leadership instead of their own
Jump Pack Assault
Rosarius: 4++ invulnerable save

Faction Keywords: Imperium Adeptus Astartes, Blood Angels, Death Company
Keyword: 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 :censored: ) 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 " :censored: 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 :censored:

---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 by Indefragable

 

 

 

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. :tongue.:

 

 

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 by halzet

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...

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 by cerberus_

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 by Taeknologik

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