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So I wonder if the less restrictive army building is a return to multiple force org charts?

Might be a good way to open things up without it getting too crazy.

 

Hopefully lots of articles on Warhammer Community in the lead up to answer some questions.

One thing I like about the plastic MkII is how it better highlights that the NuMkIII is still uparmoured MkII. I know it caught a lot of flak when the redesign hit of looking too much like a bespoke mark compared to the older plastic kit, but comparing the two new versions MkIII definitely looks like wider and heavier plates are layered on top of Nu-II (which is consistent with the old lore), along with the extended 'cap' of the helmet.

 

04-thh_minis-mk2carousel2-cipdzxbh4n.pnganybody-slightly-disapointed-of-the-new-

Edited by Lord Marshal
5 minutes ago, Lord Marshal said:

One thing I like about the plastic MkII is how it better highlights that the NuMkIII is still uparmoured MkII. I know it caught a lot of flak when the redesign hit of looking too much like a bespoke mark compared to the older plastic kit, but comparing the two new versions MkIII definitely looks like wider and heavier plates are layered on top of Nu-II (which is consistent with the old lore still).

 

04-thh_minis-mk2carousel2-cipdzxbh4n.pnganybody-slightly-disapointed-of-the-new-

It’s hard to tell from the pictures but the mark 2 shoulder pads are more recessed than the mark 3, implying there’s more material on the mark 3 pads. 

Text from the above pictures (previous page screenshots from book):

 

Image 2: Concealed Positions
Whether utilizing camouflage shrouding, hidden fastnesses or simply obscuring themselves from view, many forces exercise subterfuge to ambush their foe.

This Special Rule allows Models to use an Advanced Reaction to arrive from Reserves in close proximity to an enemy Unit.

The Controlling Player of a Unit that only contains Models with this Special Rule can use the Concealed Ambush Advanced Reaction.

Process

The Reactive Player must select one Model from the Reacting Unit and place it anywhere on the Battlefield that is not within their Opponent’s Deployment Zone, within 6" of the Unit that triggered this Reaction and at least 6" away from any enemy Model and 1" from any Battlefield Edge or piece of Impassable Terrain. Once this first Model has been placed, the remaining Models in the Unit must be placed within Unit Coherency and within 6" of the first Model in the same Unit and no more than 1" of any Battlefield Edge or piece of Impassable Terrain. No Models may be placed within 1" of an enemy Model, or within...

 

Image 3: Asset Points and Explosive Asset Trait

ASSET POINTS
The number of Asset Points each Player will have to spend is determined by the Points Limit of the Battle:

Battle Points LimitAsset Points

Up to 1,500 Points2 Asset Points

1,501 – 3,500 Points5 Asset Points

3,501 – 5,000 Points8 Asset Points

More than 5,000 Points10 Asset Points

The Minefield Asset Trait
A Battlefield Asset with the Minefield Trait must be set up with the centre of the Marker anywhere on the Battlefield that is more than 6" from the centre of any other Battlefield Asset Markers with the Minefield Asset Trait.

The Explosive Asset Trait
If a Blast Marker covers the centre of a Battlefield Asset Marker with the Explosive Asset Trait, then after that Shooting Attack has been resolved, the Controlling Player of the Unit making the Shooting Attack must roll one Dice. On a 4+, every Unit within 6" of the centre of that Battlefield Asset Marker suffers a number of Hits equal to the Asset Points cost of that Marker. Each such Hit has a Strength of 8, an AP of ‘-’, a Damage of 1 and the Breaching (5+) and Shred (5+) Special Rules.

 

Image 4: Disruption Emitters and Graviton Snares

Disruption Emitters
Disruption Emitters apply a negative modifier to certain characteristics of nearby Models.

Cost: 3 Asset Points

Set-up: Each Disruption Emitter Marker must be set up by the Player that selected it at the start of the Deploy Armies Step. It must be set up with the centre of the Marker anywhere on the Battlefield that is not within their Opponent’s Deployment Zone.

Effect: While any Models from a Unit are within 6" of the centre of a Disruption Emitter Marker, modify the Leadership, Cool, Intelligence and Willpower Characteristics of all Models in that Unit by -1. At the end of each Battle Turn, the Player that selected it rolls one Dice for each Disruption Emitter Marker they set up. On a 1, that Disruption Emitter Marker is removed from the Battlefield.

Graviton Snares (Defender, Minefield)
Graviton snares project an intense gravitic field, pinning warriors against the ground, making them easy prey.

Models close to Graviton Snares risk becoming Pinned.

Cost: 1 Asset Point

Set-up: Each Graviton Snare Marker must be set up by the Player that selected it at the end of the Prepare the Battlefield Step of the Mission Sequence.

Effect: If a Unit is selected to move in the Movement Phase or make a Charge Move while any Models from that Unit are within 6" of the centre of a Graviton Snare Marker, the Controlling Player of that Unit must roll one Dice for each Model from that Unit that is within 6" of the centre of that Graviton Snare Marker. On a 1, that Model triggers the snare and the Unit that includes that Model gains the Pinned Tactical Status, and that Graviton Snare Marker is removed from the Battlefield.

 

Image 5: Forward Ammunition Drop and Strategic Cogitator Array

Forward Ammunition Drop
A Unit near a Forward Ammunition Drop may gain a benefit when making certain Shooting Attacks.

Cost: 2 Asset Points

Set-up: Each Forward Ammunition Drop Marker is set up by the Player that selected it at the start of the Deploy Armies Step. It must be set up with the centre of the Marker anywhere on the Battlefield more than 6" from that Player’s Deployment Zone.

Effect: When a Unit that has any Models within 3" of the centre of a Forward Ammunition Drop Marker is selected to make a Shooting Attack, the Controlling Player of that Unit can declare they will activate that Marker. Only one Forward Ammunition Drop Marker can be utilised per Shooting Attack. When they do, that Player can nominate one Weapon which Models in that Unit have that has a Base Ranged Strength characteristic of 5 or less, and does not have the Heavy (X), Ordnance (X), Blast (X) or Template Special Rule. That Shooting Attack is resolved...

(Text continues off-screen.)

Strategic Cogitator Array
A Strategic Cogitator Array allows a Player to increase the value of a Secondary Objective.

Cost: 1 Asset Point

Set-up: Each Strategic Cogitator Array Marker is set up by the Player that selected it at the start of the Deploy Armies Step. It must be set up with the centre of the Marker anywhere within that Player’s Deployment Zone.

Effect: If the Active Player has a Model with the Command Sub-Type within 3" of the centre of a Strategic Cogitator Array Marker at the end of their Movement Phase, they can request new orders. If they do so, that Player rolls one Dice. If the result is higher than the current Battle Turn number, the request is successful and that Player may select one Secondary Objective in use in that Battle and increase the value...

 

Image 6: Strato-Vox Wargear

WARGEAR
Strato-vox
Strato-vox are high-gain command and control terminals, able to coordinate with the guidance systems of drop pods and other drop craft, and even teleportaria, automatically adjusting arrival coordinates, even while the target is en route to the battlefield, ensuring pinpoint deployment of supporting forces.

A Model with this Wargear can enable other Deep Striking Units to arrive more reliably.

Reserves Tests made for a Unit that contains any Models with a strato-vox are automatically successful. While any Models with a strato-vox are on the Battlefield, before making a Reserves Test for a Unit in Reserves that only includes Models with the Deep Strike Special Rule, the Controlling Player can choose to activate that strato-vox. If they do, that Reserves Test is automatically successful, but the Unit it was made for must make a Deep Strike instead of deploying normally.

 

Image 7: Battlefield Coordinators Special Rule

SPECIAL RULES
Battlefield Coordinators
Some warriors are specifically trained in executing wider strategies, trusted to coordinate their fellows in their commander’s stead.

This Special Rule allows the Controlling Player to reduce the Reaction Point cost of a Reaction once per Turn.

Once per Turn, if a Unit that contains any Models with this Special Rule is within 18" of a Unit that makes a Reaction, the Controlling Player can make an Intelligence Check for this Unit. If a Model from the Unit with this Special Rule has Line of Sight to a Model in the Reacting Unit, the Controlling Player can modify the result of that Check by +1. If the Check is successful, that Reaction costs one fewer Reaction Points (to a minimum of 0).

Edited by Shovellovin

I was thinking about the Veterans and disintegrators in the box. Veterans have special weapon limits outside of shotguns and snipers, does that mean disintegrators are now in the non-special category or is this a whole new unit? I can't imagine they are removing the special weapon limit. They even seemingly have option for the heavy version. Currently they would cost 38pt per, they will have BS5 and you can have 10? Under right scenario they seem nuts. 

 

They appear to a be a whole new separate Veteran unit with BS5 instead of WS5 and no weapon limit restriction, don't know where that leaves the original Vets. 

Edited by Bradeh
10 hours ago, BitsHammer said:

I mean it's the difference between everyone being sculpted to be 25mm heroic sized regardless of relative height vs everyone being sculpted in a 32mm scale with size differences factored in. There's a reason old Marines were the same size as Guardsmen after all.

It's still amusing is my point. 

6 hours ago, Marshal Rohr said:

It’s hard to tell from the pictures but the mark 2 shoulder pads are more recessed than the mark 3, implying there’s more material on the mark 3 pads. 

I'm pretty sure the legs on the MkIII are also wider than the MkII making them look like they have an extra plate of armor over the top.

6 hours ago, Bradeh said:

I was thinking about the Veterans and disintegrators in the box. Veterans have special weapon limits outside of shotguns and snipers, does that mean disintegrators are now in the non-special category or is this a whole new unit? I can't imagine they are removing the special weapon limit. They even seemingly have option for the heavy version. Currently they would cost 38pt per, they will have BS5 and you can have 10? Under right scenario they seem nuts. 

 

They appear to a be a whole new separate Veteran unit with BS5 instead of WS5 and no weapon limit restriction, don't know where that leaves the original Vets. 

 

The options for vets changed between 1st and 2nd Ed. Based on what we've seen, change is afoot. I doubt they're separate, just more/ different options.

10 hours ago, Nephaston said:

 

Bit of a kitbash with the new rapier gunners presumably.

10-thh_more-rapiercrew1-pxjfcqu2tc.thumb.jpg.d1fdfd4e189c9a44e20937d05b7da8d0.jpg

 

My personal take on that armour variant is that it's a modernization of the Imperial pattern armour but with flared greaves. The torso and the knee and elbow pads share some distinct design characteristics.

11 hours ago, Agramar_The_Luna_Wolf said:

image.thumb.jpeg.6ab7d22a042b30691a8438f6ee15830d.jpeg

 

Look this curious Mk6 variant.

 

This represents the new istvaan unit we saw in the preview - the Augur command and control legionary, as the fluff texts beside the plate tells us.

 

Screenshot_20250525-101853.thumb.png.f7565b665dcdc5fbafcde8783861e23f.png

 

However here the artist has taken the suggested use of the rapier crew body but made them more distinct with the use of a Mk6 head.

 

Screenshot_20250523-230050.thumb.png.c4d95a6a6cb1ecedcc4f48610914614a.png

 

Screenshot_20250525-102022.thumb.png.05a49443059639be531c5f86c6d28faf.png

 

Edited by Petitioner's City
15 minutes ago, Captain Idaho said:

Their helmets remind me of this:

 

Screenshot_20250525_120532_SamsungInternet.thumb.jpg.096285ff34180d7e278275ace444012d.jpg

 

That's a good shout, to which the "original" mark 4 techmarine was alluding too

 

99550101462_MkIVTechmarine01.jpg.73646d817be67221a1b09f8510c53ebb.jpg

 

Possibly you can also link to the second edition techmarine, but I think the metal techmarine you showed is possibly the first mini with an actual mk4 style?

 

TechmarinewithPowerAxe-8_20.jpg.60cbf448ac0005be1782efd50d279f12.jpg

 

2 hours ago, Petitioner's City said:

That's a good shout, to which the "original" mark 4 techmarine was alluding too

 

99550101462_MkIVTechmarine01.jpg.73646d817be67221a1b09f8510c53ebb.jpg

Yeah the new rapier crew, like the mk2 vehicle crew, are pretty much techmarines (in training?). Note also how the new mk2 armour chestplates looks like those too.

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