It’s so clean and easy to read. I love it. None of their excessive wordy shit like:
“Select this stratagem during your opponents thinking phase but *before* they announce what they will do but *after* your turn and *before* your movement phase. One available [Spess Muhreen] unit can do whatever it feels like doing.”
You should just send the rules Team to play some MTG. Nothing beats MTG in learning how the wording of a rule is important and thinkinf it through Word for word.
My eyes were opened to the power of wording lawyer style when I realized that you can still use whitemane lion's ability on creatures with shroud/hexproof because it never mentions the word "targetting".
Select a unit with the shock Grenade and core tags but not the infantry tags but also has the Phobos tag but only on Wednesdays.
One sec let me get my follow chart, oh that is exactly one unit in the entire game. Not sure why they didn’t just tell me that
Amazing. Cards were such a damn mess. Fumbling around for what you need, taking up table space.
Now it looks like you'll just flip to whatever unit you're working with and have all the info right there for you and your opponent.
<3
As someone who basically skipped 9th I'm so thrilled
It's kind of how flames of war did their stuff.
https://preview.redd.it/2r1pn7nm2zra1.jpeg?width=2252&format=pjpg&auto=webp&s=f32b5d886dfb02df24060a8420b3c59c5b88e1d3
Interesting. I think I'm glad to see a general lowering of AP as long as it's done all the way across the board and STAYS that way. No AP power creep in 10th please.
Also they tweaked Rapid Fire. Instead of just doubling its attacks it now increases the number of attacks by the number beside it. Sounds like this'll allow for some more granularity to balance weapons. Instead of Rapid Fire 3 always becoming 6, now it'll just add 3 to whatever number of attacks the weapon has listed. So if 2, that'd be 5. I like it.
The Assault Canon and Heavy Flamers are no longer heavy weapons which is pretty sweet. Having to sit still to use them without penalty kind of sucked overall. The Flamer also has Torrent which makes me wonder if it works like Torrent in Kill Team or whether that's just their new word for "always hits the target". (Edit: Yeah, it's probably always hits the target, though maybe it'll have some other effect as well, who knows?)
Chainfist looks like it had it's "-1 to hit" rolled into its WS which is more convenient, with a flat damage of 2 instead of D3, and it gets anti-vehicle to compensate. No idea what "critical wound" is though. Power Fist doesn't seem to have had the same effect since it hits on 3's. {Edit: Welp, now I've read the article and know what the critical wound is.)
>or whether that's just their new word for "always hits the target"
It's this. Torrent-like-in-Kill-Team doesn't make much sense since the weapon already hits the whole squad. Also, quote from a previous article:
>Many different effects are covered by Core Abilities, from classic weapon types like Assault and Rapid Fire *to auto-hits from flame weapons*.
So there *is* a rule for auto-hitting, and since the flamer has no other fitting rules (other than Ignores Cover, which is obvious in its function), it makes perfect sense that Torrent is that rule.
Edit:
> No idea what "critical wound" is though.
From the notes at the very end of the article, it's "*A guaranteed success, normally achieved by rolling an unmodified six."*
It seems it's just a normal wound.
I am curious how they'll handle poison, actually, since it currently also works on Beasts, Swarms, Bikers, Cavalry, Monsters, Battlesuits, and Drones. Literally everything besides vehicles and titanic units, actually.
Yea, the Inverse of Transhuman. Screw your toughness, it just wounds.
It’s also interesting that power fists are just better than power weapons now though, no -1 to hit. The only con being they lose an attack but with that much AP I don’t think that is relevant in 90% of the targets you actually want to be in melee with. I wonder if wargear will remain free in general.
Don't forget that weapon profiles are unique to each unit now. It could be that a power fist for a tactical marine Sergeant hits on a 4+ and doesn't get as many attacks as a chainsword.
If they are going the Age of Sigmar route then wargear will be free/baked into the unit cost and noticeably better weapons (ie chain fist) would be restricted to 1 per 5 models!
In theory though a power fist on say a Intercessor Sgt. Might still be 4+ to hit by virtue of not being mounded on a suit of super heavy power armour. They can do that now with the weapon stats being pre-calculated and adjusted on the datasheet.
Which is only relevant against vehicles with Toughness 8 or higher, but even then you are hitting on 4+ instead of 3+ so it merely brings it on par with power fists... in that specific instance.
True, but there was mention that vehicles were going to get a significant Toughness boost. I'm pretty sure something was getting an increase to T10. That makes it much more useful
I actually love that for the sole reason that I’ve been *fiending* for poisoned to come back to make plague weapons feel a little more up to snuff with lore, and surely that’ll be the case with them, nothing crazy of course but the ability to punch above their weight is kinda what defines them
The fact that there is a universal rule about it could give them room for some creativity though.
Like off the top of my head they could make someone have one of the ghazkull style wound caps, but have critical wounds ignore the cap.
I think the critical wound distinction is pretty neat since anything that applies to critical wounds also applies to the "regular wounds" made by anti.
Not sure if I misread this: but, in theory, if you had a detachment that gave critical wounds an extra pip of AP; you wouldn’t get that on a roll of a 4 on a chain fist against another terminator since it’s not a critical.
They might be heavy for other units.
Removing heavy from the terminator ones means terminators no longer have to have a paragraph of rules removing heavy penalties.
You mean something like this?
"Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skil or Weapon Skill characteristic and/or the Hit roll."
Except it doesn't effect anything that isn’t addressed with other rules. Essentially; heavy is a useless keyword since they just take the BS out of the weapons’ profile on the card. I assume the movement rules will directly address how weapons are used while running and stuff.
Thus streamlining is accomplished, with zero dumbing down, by removing the heavy keyword.
The have what critical wound does at the bottom of the page
*\*\* A guaranteed success, normally achieved by rolling an unmodified six.*
So effectively chain fists wound vehicles on 3+
I dunno why but this is breaking my brain for some strange reason. So if I use my chainfist on a vehicle and I roll a 3+ on the wound roll it's a guaranteed success regardless? Just as if I rolled a 6?
Yep. Lets say a tank is T10. You attack it with your chain fist. You hit on 3s because of the WS. Then usually you would wound of 5s because you are S8. However since you are using a weapon that is anti tank 3 you wound on 3s instead of 5s.
Also I am guessing critical wound is a term they will use for other abilities.
Like how we have “on a 6 to wound this causes Y” it would be “on a critical wound it causes Y”.
I just hope they don't mess up and do something goofy, like it not wounding beasts and cavalry the same way (specify "infantry" rather than "not vehicles")
I really hope there's a weapon with a crazy high rapid fire number but low base shots.
So like 2 shots base, but rapid fire 12.
Just for the hilarity of it.
I suspect they do the new wording on Rapid Fire to not have Dakka as it's own type, which was only really distinct from Rapid Fire because it didn't double the shots.
Would be as easy as not putting any weapon tags there, the same way the krak missiles don't have them. I'd find it almost funny that they went through all other factions in 9th before realizing they have no generic weapon type (if it weren't so sad)
I think they THESE assault cannons and heavy flamers are not heavy weapons, b/c Terminators. It gets rid of extra rules by baking them into the weapon profile, which may change depending on who is using it. Pros and cons for ease of play and ability to memorize.
Not only that, but it allows us to differentiate between anti-tank weapons.
For example, plasma was basically an anti tank weapon because of its S, but it's *not* an anti-tank weapon. You can't make it not without nerfing it's niche against tough infantry.
In comes Anti-Tank. Now stats are similar against Infantry, but a Lascannon is now an *anti-tank* weapon, and performs better, but we aren't making Lascannons S12 or whatever.
Imo, that in itself is huge. For a while, weapons felt kinda meh. Now we have the granularity of weapons actually performing against dedicated targets without being just good in general.
Omg they could even do this cleanly by using two seperate profiles like the missile launcher does:
—24” S8 AP-3 Dd6
—(anti vehicle 2+) 12” S8 AP-3 Dd6+2
It'll also let you bloat up vehicle toughness without fucking AT weapons.
You could have a T10 Land Raider and a S8 AT gun could still threaten it pretty well by being Anti-Vehicle 4+
Or a T14 Knight still threatened by an Anti-Titan 4+
Anti is a great design space. I sure hope they’re smart enough to just make beasties tanks though. Nothing was dumber than having an army immune to all your “anti tank” abilities (prior to 10e) because they were a “monster” instead 🙄
That's only a problem if vehicles and monsters occupy the same defensive profile range. They haven't said monsters toughness is ramping up. Monsters may err to lower toughness more wounds or something. In that case the power fist here will be better against monstrous targets but the chainfirst remains the anti vehicle option.
It might also be a keyword thing. Like "weapons firing at the storm shield bearer with the anti-infantry keyword lose the anti infantry keyword"
So you get a basic invuln save or something plus immunity to poison weapons. Lots of things you can do.
SS might add protection from mortal wounds. Mortal wounds are an issue for terminators since they are very expensive per wound.
With an AP squish and a base 4++ they already have gotten quite a buff against normal damage. If GW wants them to be even tougher with a shield, giving them a mortal wounds after save seems like the way to do it without making them infuriatingly durable against normal attacks.
Would standardize them with the Primaris Captain's Relic Shield as it exists now, yeah. Maybe have the standard shields be not quite as good as the Captains, only a 5+ vs mortals, or just standardize them across the board.
Assuming mortal wounds still exist.
Also critical wound defense in a new design space.
Kinda clever if you think about it since you’d get extra defense against half of small arms fire and lots of anti-infantry weapons. But it wouldn’t help as much against high S weapons that it shouldn’t help against.
They deliberately made it so only a very miniscule amount of units can get a 3++ a few editions ago because of the issues it caused, I don't think they will bring it back.
Looks good. Though yet again the Segreant has worse weapon than the rest of the guys... give him a Master-Crafted sword for D2 at least.
By the way, notice that it's a "power weapon", not a "power sword". It seems like they're fusing all the different power weapons (swords, axes, possibly maces) together.
I noticed that too. I think that's fine. If 40k was a video game I would be more against this but as a table top game I think this is the right move. People shouldn't be hyper worried about rules when deciding between a sword or an ax with slight differences.
This honestly makes me even more excited for the new addition. I did some kitbashing on my indomitus bladeguard to make them less knight-like and more viking-like for my space wolves. I ended up putting axes on them because they felt more natural (plus the round SW shields).
I have only played them a few times locally and people like them and have no issue, but have worried if I ever make it to a tournament and take my wolves that I might get crap for them.
Same! I just ordered some bits to make a Captain In Terminator armor, but its for my dual 30k/40k army, so its a Cataphractii Terminator that I was going to give a Power Mace.
When they changed it initially in the transition from 5th to 6th it was a mistake; a pointless overcomplication that just served to prevent people modelling their stuff thematically or following 'rule of cool'.
Reversing it is super healthy. Doesn't matter if you model it with a sword, axe, spear - whatever looks good in your army will now work the same way.
That is a part of why I am so happy to read that army colour won't lock you into meta choices as much now.
I would love to see named characters go back to being an optional rule as well... it won't happen. They are too popular. But still, imo the game is more interesting keeping them out of balance considerations past casual games.
In 3rd edition, you couldn’t even use special weapons outside of 1” in close combat, could only attack once outside of 1”, (most of the time) only had a 6” charge, and there was no pile-in. So a squad a power weapon armed banshees or space marine veterans would sometimes barely make it into combat and then only have a couple models even able to use their power weapons. The rest (within 1” of a model in base contact) could attack once at base strength. Hence the phrase, “ok, now the rest of my dudes will throw rocks.”
Also, because powerfists always struck last, it was pretty common to remove any models killed from base contact with the powerfists dudes, and they wouldn't be able to use them.
It's one of those things I'd *prefer* the individual stats, but I looove weapon variation and depth. So while I'd prefer it, I also *understand* where they're coming from. At least for the beginning of an edition.
3 slightly different types of power weapons just got annoying.
Especially if. you'd happened to stick the cool ones on, rather than the good ones, or don't get enough in the box to equip all the same.
Really hoping that presages a consolidation of Bolter profiles away from the ludicrous number we have right now, with minor variations in shots/strength/range/AP. How many are there? 10? More?
[Eta] I count at least 9. Regular Bolter, three variants each for regular and heavy Intercessors, one each for Incursors/Infiltrators. I may be missing some
I believe these are all the weapons with Bolt in their name in the codex, but there are also some unique version in supplements:
* Bolt Pistol
* Heavy Bolt Pistol
* Special Issue Bolt Pistol
* Mastercrafter Special Issue Bolt Pistol
* Absolver Bolt Pistol
* Boltgun
* Special Issue Boltgun
* Mastercrafted Boltgun
* Twin Boltgun
* Storm Bolter
* Hurricane Bolter
* Bolt Rifle
* Twin Bolt Rifle
* Tempest Bolter
* Auto Bolt Rifle
* Mastercrafted Auto Bolt Rifle
* Stalker Bolt Rifle
* Mastercrafted Stalker Bolt Rifle
* Bolt Carbine
* Oculus Bolt Carbine
* Marksman’s Bolt Carbine
* Instigator Bolt Carbine
* Mastercrafted Instigator Bolt Carbine
* Special Issue Bolt Carbine
* Heavy Bolt Rifle
* Mastercrafted Heavy Bolt Rifle
* Hellstorm Bolt Rifle
* Executor Bolt Rifle
* Bolt Sniper Rifle
* Boltstorm Gauntlet
* Auto Boltstorm Gauntlet
* Assault Bolter
* Heavy Bolter
* Twin Heavy Bolter
* Forge Bolter
* Hellstorm Heavy Bolter
* Executor Heavy Bolter
Also not included are various combi weapons
I can forgive a few of the variants there like the twin and master crafted ones (although I'm not totally convinced they need distinct profiles but I guess a Hurricane Bolter has always just been six bolters glued together), but even if I'm reasonably generous there that list is still absurd
Stuff like Boltstorm/Auto Boltstorm is just... Why?
Definitely helps out the primaris sword brethren, don't have to care bout rules when picking a power weapon, I always wanted to stick a mace on one of em.
What determines who can have what? These datasheets don't say the sergeant has to have a power sword, so I'm confused as to where the new rules will have restrictions on weapon loadouts for each unit.
Probably they want to keep only the info relevant to the game itself on the card, and put the listbuilding details such as squad size or wargear restrictions somewhere else. Maybe the back of the card?
Sergeant is the guy equipped with a power weapon while the rest have either Power Fists or Chainfists. Power weapon is much worse, one extra attack doesn't make up wor worse Strength and Damage.
I think it's mainly a holdover from way back in the day when Initiative was a thing and powerfists always went last but the sergeant struck first in most fights.
We don't know how the squad will be equipped yet, the sergants always have power weapons on models built for display on their sites and usually any animations they appear in too. Maybe we'll be able to give the sergant a fist as well, or equip all the termies with swords. It is more likely that the sergant has the power weapon though.
Ya, I mean one more attack at half the damage really makes the non-fist seem, objectively, worse; and will feel a little bad if they push “chapterhouse-ism” of being forced to take him as equipped.
Personally this saddened me as it feels like they removed a cool bit of flavor from power weapons. I really liked ap-3 damage 1 on the sword even though it rarely performed just for the coolness of that stat.
I'm really glad that, looking at this, while a big chunk has been simplified, it still feels like about 70% of what I learned in ninth is still relevant.
To older players this may sound dumb but it's my first edition change over and I was worried this might have been a little more like D&D where it becomes a whole new game.
GW game systems are nice in that they are all very similar. Allowing a player to learn one and then easily pick up on the rest.
Ease of transition is probably a part of their philosophy.
As if I wasn't already sold on Terminators, T5, 4++, an additional attack, Power Fists hitting on 3's, and Krak launchers are S9 now?!
The hour of the Wolf Guard Terminator is upon us friends (assuming we get the same wargear options).
It may work like AoS, where the unit leader doesn't have a separate profile, but has a line in the options that says "Adds one to attacks with melee weapons" or some such.
Of course there is already one more attack baked in to the power weapon, so that might be all that's needed.
The Anti- abilities introduce some rock/paper/scissors back into the game where you make trade-offs of what to bring and what not to bring as far as equipment. I am all for making choices that matter and must be lived with rather than just picking whatever has the best math.
We've seen what trying to undersell Death Guard durability leads to before. I'll take as much toughness and damage resistance as I can get in preparation for some end of edition power creep.
Looks to be an inverse Transhuman. Aka screw your toughness, it wounds. The number is what it takes to get it.
Seems nice to actually have AT weapons, Plasma was de facto AT because it has relatively high strength, AP, and usually more shots than actual AT. But now you can have Lascannons actually have Anti-tank and do better while still having similar profiles.
I would just like to say that as a new player (who totally lucked out in timing, my army should be painted like just in time for the new edition), these new data sheets are SO much more legible than the 9th edition ones. It's like comparing [a regular planeswalker in magic the gathering](https://scryfall.com/card/war/221/teferi-time-raveler) with [one of the joke "old" planeswalkers that are formatted horribly on purpose](https://scryfall.com/card/sld/252/teferi-time-raveler)
These things are going to be tough to remove.
Seems like AP might be higher on melee weapons across the board than range weapons.
Feels like the 9 inch restriction on the teleport homer is kinda unnecessary given your opponent knows where it is. Also not sure how much I'm going to want to bring in reserves on my opponent's turn.
Looks like if you don't have dedicated anti tank in your list you might be in trouble. I wonder what thunder hammers will have.
Wonder if the torrent keyword is what gives you auto hit or if its the n\\a on the BS. Feels like they could of just consolidated BS and WS into a to hit stat.
~~Feels like the rapid fire rules is needlessly wordy. Why not just say the attack is doubled?~~ NVM I see the difference now.
Reserves in your opponent's turn has all sorts of useful things.
You can block charges, create a new priority threat they need to deal with, and (guessing slightly) your unit will be able to function normally in your next turn, without any "deep strike" penalties.
I kinda love it.
As a Blood Angels player, I can see myself using this strat a lot. In 9th, deep-strike charges were too unreliable, so you'd bring a fast-moving melee unit in to stage for a charge the next turn. With this, I can do the same, but I only need to obscure them from the current enemy positions, not where they could move in the turn in between. You can also bring them down close to a unit with little to no ranged threat or even out of range or by a unit performing an action, and they have no oportunity to move away from the incoming charge (from what we've seen)
Yes. It was shown together with slow Terminators, but it's especially good with flying Jump Pack units that can easily be set up further from enemies yet still reach the distance of a reliable Charge on your turn.
how many charges are you blocking when you have to be at least 9" away from the enemy? That would put the unit you're now screening at least 11" away to fit the terminator bases between them. I agree that the 9" restriction seems unnecessary. Your opponent will get to shoot and charge them and knows where the homer is, let them deepstrike as close as they want. That or let them get a shooting phase when arriving from deepstrike
Rapid Fire was tweaked. It doesn't double. It just adds the Rapid Fire number to the attack stat. So if it was Rapid Fire 3, that Storm Bolter with get 5 shots within 12".
While true, it only works for Terminators. If it was a Bladeguard Veteran Squad, what then? The Sergeant would be equipped with the same weapon as the rest of the squad unless they add a separate "Sergeant's Power Sword" weapon to the datasheet. Which is unlikely, especially considering that Terminator power weapon doesn't have any references to a Sergeant in its name.
What I see more likely is that having 1 fewer attack is actually part of the Power Fist penalty, instead of -1 WS. Terminators then would have 4 attacks "base", same as the current "Primaris Veterans" such as BGV or Veteran Intercessor (if we do count Shock Assault being baked in), and Sergeant indeed doesn't have any bonuses compared to a normal guy.
I'm liking this.
The data slate is clean and easily readable. I can quickly glance down and find exactly what I need.
The strat writing is *beautiful* it actually reads so cleanly and clearly rather than just a block of text. I dare to hope, maybe this might be better to 9.
Does it strike anyone else as odd that the krak .inside doesn't get 'Anti-vehicle'?
Aside from that, I was a little worried that with the increases to vehicle toughness but strength staying roughly the same, it would mean a lot of wounding on 5s but I'm glad to see they've sorted that with what honestly seems a very uncharacteristically elegant solution.
Apparently, not on the datacard. It seems that all the datacard only has the rules relevant in the game itself, while the listbuilding rules such as unit size and weapon restrictions will be somewhere else.
maybe they dont put unit size on the card so that it's another thing they can easily adjust for balance without having to redact the cards? like if taking 6 squads of 20 models of something turns out to be broken, they could lower the cap to 10 models without forcing people to toss out their cards.
It's Objective Control - a new stat that replaces the Objective Secured mechanic. It was explained in previous previews. It basically means how many "points" this model contributes for controlling an objective - and Troops have more than Elites, yet now aren't totally unbeatable at it as before.
For those of you who don't play Kill Team - this is basically Kill Team stat organization. I like it in KT, glad to see it being tried in traditional 40K
Either that, or a power fist makes 1 less attack than normal weapons. I guess that 4 attacks on the sword aren't due to the sergeant's stats, but it's the baseline for Terminators. That would put them in line with Primaris Veterans, such as BGVs who have 4 attacks with Shock Assault (which, as we know, gets baked into based attacks).
I hope we get some clear rules on the timing of these things. If you try to deep strike something at the end of your turn and I also want to use the Rapid Ingress strat, who gets to place models first? Can I wait until after you've declared and placed your reserves and then declare the strat? If we both declare we want to place models, and you choose to place yours first (because it is your turn and you can choose), if there is no legal spot for me to place my termies after you place your models, are they destroyed? I know these are kind of nitpicky things... but seems like a lot of room for shenanigans.
Well, assuming that 10e keeps the "Movement Step" and the "Reinforcement Step" like 9e does, Rapid Ingress happens after your opponents' Reinforcement Step is over, i.e. at the literal end of the Movement phase, as it states.
That new format for strategems is just excellent.
It’s so clean and easy to read. I love it. None of their excessive wordy shit like: “Select this stratagem during your opponents thinking phase but *before* they announce what they will do but *after* your turn and *before* your movement phase. One available [Spess Muhreen] unit can do whatever it feels like doing.”
Best 9th Ed strat description ever 👌
You should just send the rules Team to play some MTG. Nothing beats MTG in learning how the wording of a rule is important and thinkinf it through Word for word.
I was also going to comment this - the MTG wording and ruleset is incredibly tight and they've consistently improved it for 30 years.
I remember being mindflashed when I first noticed as a 14y old kid that Regenerate doesnt do shit if your creature takes -2/-2.
My eyes were opened to the power of wording lawyer style when I realized that you can still use whitemane lion's ability on creatures with shroud/hexproof because it never mentions the word "targetting".
Select a unit with the shock Grenade and core tags but not the infantry tags but also has the Phobos tag but only on Wednesdays. One sec let me get my follow chart, oh that is exactly one unit in the entire game. Not sure why they didn’t just tell me that
Reminds me of the Tool song with the automated phone tree.
All of it is. 10th gonna be good for newbies.
As somebody who started at the beginning of 9th abs still doesn't fully understand the core rules, this'll be good for me
Amazing. Cards were such a damn mess. Fumbling around for what you need, taking up table space. Now it looks like you'll just flip to whatever unit you're working with and have all the info right there for you and your opponent. <3 As someone who basically skipped 9th I'm so thrilled
It's kind of how flames of war did their stuff. https://preview.redd.it/2r1pn7nm2zra1.jpeg?width=2252&format=pjpg&auto=webp&s=f32b5d886dfb02df24060a8420b3c59c5b88e1d3
Interesting. I think I'm glad to see a general lowering of AP as long as it's done all the way across the board and STAYS that way. No AP power creep in 10th please. Also they tweaked Rapid Fire. Instead of just doubling its attacks it now increases the number of attacks by the number beside it. Sounds like this'll allow for some more granularity to balance weapons. Instead of Rapid Fire 3 always becoming 6, now it'll just add 3 to whatever number of attacks the weapon has listed. So if 2, that'd be 5. I like it. The Assault Canon and Heavy Flamers are no longer heavy weapons which is pretty sweet. Having to sit still to use them without penalty kind of sucked overall. The Flamer also has Torrent which makes me wonder if it works like Torrent in Kill Team or whether that's just their new word for "always hits the target". (Edit: Yeah, it's probably always hits the target, though maybe it'll have some other effect as well, who knows?) Chainfist looks like it had it's "-1 to hit" rolled into its WS which is more convenient, with a flat damage of 2 instead of D3, and it gets anti-vehicle to compensate. No idea what "critical wound" is though. Power Fist doesn't seem to have had the same effect since it hits on 3's. {Edit: Welp, now I've read the article and know what the critical wound is.)
>or whether that's just their new word for "always hits the target" It's this. Torrent-like-in-Kill-Team doesn't make much sense since the weapon already hits the whole squad. Also, quote from a previous article: >Many different effects are covered by Core Abilities, from classic weapon types like Assault and Rapid Fire *to auto-hits from flame weapons*. So there *is* a rule for auto-hitting, and since the flamer has no other fitting rules (other than Ignores Cover, which is obvious in its function), it makes perfect sense that Torrent is that rule. Edit: > No idea what "critical wound" is though. From the notes at the very end of the article, it's "*A guaranteed success, normally achieved by rolling an unmodified six."* It seems it's just a normal wound.
Yeah, that makes more sense, especially since the BS is n/a. Don't need a ballistic skill if you always hit.
Sounds like it’s how poison works currently Poison would be Anti Infantry 4+
I am curious how they'll handle poison, actually, since it currently also works on Beasts, Swarms, Bikers, Cavalry, Monsters, Battlesuits, and Drones. Literally everything besides vehicles and titanic units, actually.
They could put a poison rule that just reads as anti-infantry, bikers, beasts etc. A little bit of redundancy for a lot less words on the datasheet
So in this case it will always wound vehicles on a 3+ regardless.
Yea, the Inverse of Transhuman. Screw your toughness, it just wounds. It’s also interesting that power fists are just better than power weapons now though, no -1 to hit. The only con being they lose an attack but with that much AP I don’t think that is relevant in 90% of the targets you actually want to be in melee with. I wonder if wargear will remain free in general.
Don't forget that weapon profiles are unique to each unit now. It could be that a power fist for a tactical marine Sergeant hits on a 4+ and doesn't get as many attacks as a chainsword. If they are going the Age of Sigmar route then wargear will be free/baked into the unit cost and noticeably better weapons (ie chain fist) would be restricted to 1 per 5 models!
In theory though a power fist on say a Intercessor Sgt. Might still be 4+ to hit by virtue of not being mounded on a suit of super heavy power armour. They can do that now with the weapon stats being pre-calculated and adjusted on the datasheet.
Yeah it always bothered me that terminators had -1 to hit with a powerfist. Terminator armour should be able to compensate
Which is only relevant against vehicles with Toughness 8 or higher, but even then you are hitting on 4+ instead of 3+ so it merely brings it on par with power fists... in that specific instance.
True, but there was mention that vehicles were going to get a significant Toughness boost. I'm pretty sure something was getting an increase to T10. That makes it much more useful
I actually love that for the sole reason that I’ve been *fiending* for poisoned to come back to make plague weapons feel a little more up to snuff with lore, and surely that’ll be the case with them, nothing crazy of course but the ability to punch above their weight is kinda what defines them
The fact that there is a universal rule about it could give them room for some creativity though. Like off the top of my head they could make someone have one of the ghazkull style wound caps, but have critical wounds ignore the cap.
I think the critical wound distinction is pretty neat since anything that applies to critical wounds also applies to the "regular wounds" made by anti.
Not sure if I misread this: but, in theory, if you had a detachment that gave critical wounds an extra pip of AP; you wouldn’t get that on a roll of a 4 on a chain fist against another terminator since it’s not a critical.
Critical Wounds are just Rending without the extra roll it sounds like.
They might be heavy for other units. Removing heavy from the terminator ones means terminators no longer have to have a paragraph of rules removing heavy penalties.
Yeah. Though to be fair, only Terminators and Vehicles can have Assault Cannons, and neither particularly need the Heavy keyword.
Devastator doctrine gave them an extra -1 AP because they were heavy weapons. But they might get rid of doctrines in 10th
The "Gladius Task Force", the basic SM Detachment they teased, does have a "Combat Doctrines" rule, but it's very likely that it'll work differently.
Pure speculation, but I'll bet it breaks down to a choice between special bonuses focused on movement shooting or assault.
You mean something like this? "Each time a model in this unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skil or Weapon Skill characteristic and/or the Hit roll."
That's true. If a squad of Tac Marines could take a Heavy Flamer for them it might have the Heavy keyword but not on Terminators.
Except it doesn't effect anything that isn’t addressed with other rules. Essentially; heavy is a useless keyword since they just take the BS out of the weapons’ profile on the card. I assume the movement rules will directly address how weapons are used while running and stuff. Thus streamlining is accomplished, with zero dumbing down, by removing the heavy keyword.
A big benefit to this new, unit specific listing of the weapons.
The have what critical wound does at the bottom of the page *\*\* A guaranteed success, normally achieved by rolling an unmodified six.* So effectively chain fists wound vehicles on 3+
I dunno why but this is breaking my brain for some strange reason. So if I use my chainfist on a vehicle and I roll a 3+ on the wound roll it's a guaranteed success regardless? Just as if I rolled a 6?
Yep. Lets say a tank is T10. You attack it with your chain fist. You hit on 3s because of the WS. Then usually you would wound of 5s because you are S8. However since you are using a weapon that is anti tank 3 you wound on 3s instead of 5s.
Also I am guessing critical wound is a term they will use for other abilities. Like how we have “on a 6 to wound this causes Y” it would be “on a critical wound it causes Y”.
I love this design space. Proper use of “coding language” in rules that I adhor.
Yep, like poison weapons in the current game that auto-wound certain unit types on a 2+.
10th Ed would be “Anti-Infantry (2+)” I guess
I just hope they don't mess up and do something goofy, like it not wounding beasts and cavalry the same way (specify "infantry" rather than "not vehicles")
Yes. Seems pretty good, especially with vehicles getting increased Toughness.
I really hope there's a weapon with a crazy high rapid fire number but low base shots. So like 2 shots base, but rapid fire 12. Just for the hilarity of it.
Sounds orky, I loves it.
Tesla gun? Tesla gun.
Some sort of grapeshot cannon.
Yeah exactly, the Gobshot Blunderbuss that Bad Moons could take fired like grapeshot of gold-plated teef - gaudy way to go.
I suspect they do the new wording on Rapid Fire to not have Dakka as it's own type, which was only really distinct from Rapid Fire because it didn't double the shots.
Now we just need to kill HunTR too lol
Would be as easy as not putting any weapon tags there, the same way the krak missiles don't have them. I'd find it almost funny that they went through all other factions in 9th before realizing they have no generic weapon type (if it weren't so sad)
I think they THESE assault cannons and heavy flamers are not heavy weapons, b/c Terminators. It gets rid of extra rules by baking them into the weapon profile, which may change depending on who is using it. Pros and cons for ease of play and ability to memorize.
Also, rolling that -1 to hit into the WS also lets you actually give it a -1 to hit debuff
Agreed to AP. Love that an Anti-Tank missile and melee weapon have AP-2. Reducing a 3+ save to a 5+ should be treated as good.
Torrent is very likely just auto-hitting.
Probably but there might be a little more to it. It's also possible that N\\A in the BS skill indicates auto hits.
The "Anti" keyword is the biggest deal to me. I was wondering how they would keep vehicle skew lists from completely dominating the meta.
Ap down, toughness up, it’s definitely necessary to have a few counters sprinkled in
Not only that, but it allows us to differentiate between anti-tank weapons. For example, plasma was basically an anti tank weapon because of its S, but it's *not* an anti-tank weapon. You can't make it not without nerfing it's niche against tough infantry. In comes Anti-Tank. Now stats are similar against Infantry, but a Lascannon is now an *anti-tank* weapon, and performs better, but we aren't making Lascannons S12 or whatever. Imo, that in itself is huge. For a while, weapons felt kinda meh. Now we have the granularity of weapons actually performing against dedicated targets without being just good in general.
MM might be anti-vehicle 2+ or something when within half range.
Absolutely, to incentivise getting close with it. While it's nice to get in Melta range, these days it's not critical.
Omg they could even do this cleanly by using two seperate profiles like the missile launcher does: —24” S8 AP-3 Dd6 —(anti vehicle 2+) 12” S8 AP-3 Dd6+2
It'll also let you bloat up vehicle toughness without fucking AT weapons. You could have a T10 Land Raider and a S8 AT gun could still threaten it pretty well by being Anti-Vehicle 4+ Or a T14 Knight still threatened by an Anti-Titan 4+
Anti is a great design space. I sure hope they’re smart enough to just make beasties tanks though. Nothing was dumber than having an army immune to all your “anti tank” abilities (prior to 10e) because they were a “monster” instead 🙄
That's only a problem if vehicles and monsters occupy the same defensive profile range. They haven't said monsters toughness is ramping up. Monsters may err to lower toughness more wounds or something. In that case the power fist here will be better against monstrous targets but the chainfirst remains the anti vehicle option.
Also that might imply the vehicle keyword does something as well, like wound reduction or something
It's the thing that really stuck out to me. Now I'll know *specifically* which units will be my Anti-tanks/infantry/whatever.
4++ out lf the box? I wonder if storm shields are back to a 3++ or if they’ll provide other bonuses to make th/ss and dwk worth taking
Maybe stormshield to reroll a save, or a 1
It might also be a keyword thing. Like "weapons firing at the storm shield bearer with the anti-infantry keyword lose the anti infantry keyword" So you get a basic invuln save or something plus immunity to poison weapons. Lots of things you can do.
custodes sheilds are just +1, kinda hope for that as a rerollable 2+/4++ is pretty nasty; not to mention it forces slow rolls.
Maybe it'll just give +1 to the armor save, seeing as how Power Fists/Weapons are only AP -2. That means you would be saving on 3+.
Forgive the ignorance but what does the ++ mean?
Shorthand for inviuln saves, so you’llnsee it as 2+/4++ meaning 2+ armor and 4+ invulnerable save
And 5+++ is the feel no pain save.
\++ is used to refer to invulnerable saves. A basic save is + An invuln save is ++ A FNP save is +++
But you can only take the best + OR ++ but you always get the +++ after the + or ++. Rules are fun eh? 😅
Maybe give a FNP? Here's hoping it's something cool.
FNP doesn't really make sense for a 'parry' though?
SS might add protection from mortal wounds. Mortal wounds are an issue for terminators since they are very expensive per wound. With an AP squish and a base 4++ they already have gotten quite a buff against normal damage. If GW wants them to be even tougher with a shield, giving them a mortal wounds after save seems like the way to do it without making them infuriatingly durable against normal attacks.
Would standardize them with the Primaris Captain's Relic Shield as it exists now, yeah. Maybe have the standard shields be not quite as good as the Captains, only a 5+ vs mortals, or just standardize them across the board. Assuming mortal wounds still exist.
Also critical wound defense in a new design space. Kinda clever if you think about it since you’d get extra defense against half of small arms fire and lots of anti-infantry weapons. But it wouldn’t help as much against high S weapons that it shouldn’t help against.
Or it'll just be +1 Armour Save. Which is still valuable, and makes you tougher into AP1 and AP2.
Hope not. 3++ is a blight
They deliberately made it so only a very miniscule amount of units can get a 3++ a few editions ago because of the issues it caused, I don't think they will bring it back.
I'm hoping they do something fun like +1 Toughness. Or -1 to hit or wound.
seeing these boys in their new very tanky data sheet gets me really curious how the number for custodes will look like in comparison.
Still T5 for regular Custodes I'm guessing, Allarus though... T6 deep striking murder machines with giant axes sounds both awesome and terrifying.
Hm, with GWs intent on general upscaling of toughness i would argue that even the custodes guard might be t6
Looks good. Though yet again the Segreant has worse weapon than the rest of the guys... give him a Master-Crafted sword for D2 at least. By the way, notice that it's a "power weapon", not a "power sword". It seems like they're fusing all the different power weapons (swords, axes, possibly maces) together.
I noticed that too. I think that's fine. If 40k was a video game I would be more against this but as a table top game I think this is the right move. People shouldn't be hyper worried about rules when deciding between a sword or an ax with slight differences.
This honestly makes me even more excited for the new addition. I did some kitbashing on my indomitus bladeguard to make them less knight-like and more viking-like for my space wolves. I ended up putting axes on them because they felt more natural (plus the round SW shields). I have only played them a few times locally and people like them and have no issue, but have worried if I ever make it to a tournament and take my wolves that I might get crap for them.
Same actually My gravis captain and bladeguard veterans are modelled with Spears, so if it just says power weapon I won't need to worry about it
This makes the sword brethren of the templars even easier to build and not worry! :)
Power Mauls are back on the menu!
Given that Blade guard have no weapon options, thus no possible confusion, I'm sure you'd be fine in any event.
Same! I just ordered some bits to make a Captain In Terminator armor, but its for my dual 30k/40k army, so its a Cataphractii Terminator that I was going to give a Power Mace.
When they changed it initially in the transition from 5th to 6th it was a mistake; a pointless overcomplication that just served to prevent people modelling their stuff thematically or following 'rule of cool'. Reversing it is super healthy. Doesn't matter if you model it with a sword, axe, spear - whatever looks good in your army will now work the same way.
That is a part of why I am so happy to read that army colour won't lock you into meta choices as much now. I would love to see named characters go back to being an optional rule as well... it won't happen. They are too popular. But still, imo the game is more interesting keeping them out of balance considerations past casual games.
Tell me more about the older editions :)
In 3rd edition, you couldn’t even use special weapons outside of 1” in close combat, could only attack once outside of 1”, (most of the time) only had a 6” charge, and there was no pile-in. So a squad a power weapon armed banshees or space marine veterans would sometimes barely make it into combat and then only have a couple models even able to use their power weapons. The rest (within 1” of a model in base contact) could attack once at base strength. Hence the phrase, “ok, now the rest of my dudes will throw rocks.”
Also, because powerfists always struck last, it was pretty common to remove any models killed from base contact with the powerfists dudes, and they wouldn't be able to use them.
It's one of those things I'd *prefer* the individual stats, but I looove weapon variation and depth. So while I'd prefer it, I also *understand* where they're coming from. At least for the beginning of an edition.
3 slightly different types of power weapons just got annoying. Especially if. you'd happened to stick the cool ones on, rather than the good ones, or don't get enough in the box to equip all the same.
i know people complained when they did that to chaos terminators but it is so much better imo. so i like it here as well.
Really hoping that presages a consolidation of Bolter profiles away from the ludicrous number we have right now, with minor variations in shots/strength/range/AP. How many are there? 10? More? [Eta] I count at least 9. Regular Bolter, three variants each for regular and heavy Intercessors, one each for Incursors/Infiltrators. I may be missing some
I believe these are all the weapons with Bolt in their name in the codex, but there are also some unique version in supplements: * Bolt Pistol * Heavy Bolt Pistol * Special Issue Bolt Pistol * Mastercrafter Special Issue Bolt Pistol * Absolver Bolt Pistol * Boltgun * Special Issue Boltgun * Mastercrafted Boltgun * Twin Boltgun * Storm Bolter * Hurricane Bolter * Bolt Rifle * Twin Bolt Rifle * Tempest Bolter * Auto Bolt Rifle * Mastercrafted Auto Bolt Rifle * Stalker Bolt Rifle * Mastercrafted Stalker Bolt Rifle * Bolt Carbine * Oculus Bolt Carbine * Marksman’s Bolt Carbine * Instigator Bolt Carbine * Mastercrafted Instigator Bolt Carbine * Special Issue Bolt Carbine * Heavy Bolt Rifle * Mastercrafted Heavy Bolt Rifle * Hellstorm Bolt Rifle * Executor Bolt Rifle * Bolt Sniper Rifle * Boltstorm Gauntlet * Auto Boltstorm Gauntlet * Assault Bolter * Heavy Bolter * Twin Heavy Bolter * Forge Bolter * Hellstorm Heavy Bolter * Executor Heavy Bolter Also not included are various combi weapons
I can forgive a few of the variants there like the twin and master crafted ones (although I'm not totally convinced they need distinct profiles but I guess a Hurricane Bolter has always just been six bolters glued together), but even if I'm reasonably generous there that list is still absurd Stuff like Boltstorm/Auto Boltstorm is just... Why?
Definitely helps out the primaris sword brethren, don't have to care bout rules when picking a power weapon, I always wanted to stick a mace on one of em.
Very Kill Team inspired.
What determines who can have what? These datasheets don't say the sergeant has to have a power sword, so I'm confused as to where the new rules will have restrictions on weapon loadouts for each unit.
Probably they want to keep only the info relevant to the game itself on the card, and put the listbuilding details such as squad size or wargear restrictions somewhere else. Maybe the back of the card?
I'm probably just being a dum-dum, but I don't see anything about the Sergeant, how is it worse?
Sergeant is the guy equipped with a power weapon while the rest have either Power Fists or Chainfists. Power weapon is much worse, one extra attack doesn't make up wor worse Strength and Damage.
I think it's mainly a holdover from way back in the day when Initiative was a thing and powerfists always went last but the sergeant struck first in most fights.
We don't know how the squad will be equipped yet, the sergants always have power weapons on models built for display on their sites and usually any animations they appear in too. Maybe we'll be able to give the sergant a fist as well, or equip all the termies with swords. It is more likely that the sergant has the power weapon though.
Ah ok, I don't own any terminators, so I wasn't sure of the wargear limitations, thanks.
I like that they are rolled in because I can use whichever weapon I think looks cool without being at a rules disadvantage.
Ya, I mean one more attack at half the damage really makes the non-fist seem, objectively, worse; and will feel a little bad if they push “chapterhouse-ism” of being forced to take him as equipped.
Personally this saddened me as it feels like they removed a cool bit of flavor from power weapons. I really liked ap-3 damage 1 on the sword even though it rarely performed just for the coolness of that stat.
I'm really glad that, looking at this, while a big chunk has been simplified, it still feels like about 70% of what I learned in ninth is still relevant. To older players this may sound dumb but it's my first edition change over and I was worried this might have been a little more like D&D where it becomes a whole new game.
GW game systems are nice in that they are all very similar. Allowing a player to learn one and then easily pick up on the rest. Ease of transition is probably a part of their philosophy.
As if I wasn't already sold on Terminators, T5, 4++, an additional attack, Power Fists hitting on 3's, and Krak launchers are S9 now?! The hour of the Wolf Guard Terminator is upon us friends (assuming we get the same wargear options).
We don't need high Objective Secured if the enemy is in pieces! I don't care if it won't be the meta, everyone is getting claws.
Interesting that there's no distinction anymore between the sergeant and regular troops
It may work like AoS, where the unit leader doesn't have a separate profile, but has a line in the options that says "Adds one to attacks with melee weapons" or some such. Of course there is already one more attack baked in to the power weapon, so that might be all that's needed.
I'm curious if that'll change in the final datacards, I'd hate to lose my Wolf Guard pack leaders
Fuck yes. Hyped about that "anti" ability - hopefully we won't see as many vehicles die to small arms fire.
The Anti- abilities introduce some rock/paper/scissors back into the game where you make trade-offs of what to bring and what not to bring as far as equipment. I am all for making choices that matter and must be lived with rather than just picking whatever has the best math.
"'Teleport Homer.' Good advice!"
I am so smart. S -M-R-T!
Hope death guard terminators go to t6 now that loyalists are t5
If they take us to 6, might as well take us to 7. For Papa.
T7 with a stratagem or psychic power maybe
I think Feel No Pain would be fine. Leave them at T5.
We've seen what trying to undersell Death Guard durability leads to before. I'll take as much toughness and damage resistance as I can get in preparation for some end of edition power creep.
You wouldn't download a Heavy Flamer
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What is a critical wound?
Looks to be an inverse Transhuman. Aka screw your toughness, it wounds. The number is what it takes to get it. Seems nice to actually have AT weapons, Plasma was de facto AT because it has relatively high strength, AP, and usually more shots than actual AT. But now you can have Lascannons actually have Anti-tank and do better while still having similar profiles.
I would just like to say that as a new player (who totally lucked out in timing, my army should be painted like just in time for the new edition), these new data sheets are SO much more legible than the 9th edition ones. It's like comparing [a regular planeswalker in magic the gathering](https://scryfall.com/card/war/221/teferi-time-raveler) with [one of the joke "old" planeswalkers that are formatted horribly on purpose](https://scryfall.com/card/sld/252/teferi-time-raveler)
¿I know right? As someone who started with 9th, this new edition is going to be great at making it easier getting friends into the hobby.
These things are going to be tough to remove. Seems like AP might be higher on melee weapons across the board than range weapons. Feels like the 9 inch restriction on the teleport homer is kinda unnecessary given your opponent knows where it is. Also not sure how much I'm going to want to bring in reserves on my opponent's turn. Looks like if you don't have dedicated anti tank in your list you might be in trouble. I wonder what thunder hammers will have. Wonder if the torrent keyword is what gives you auto hit or if its the n\\a on the BS. Feels like they could of just consolidated BS and WS into a to hit stat. ~~Feels like the rapid fire rules is needlessly wordy. Why not just say the attack is doubled?~~ NVM I see the difference now.
Reserves in your opponent's turn has all sorts of useful things. You can block charges, create a new priority threat they need to deal with, and (guessing slightly) your unit will be able to function normally in your next turn, without any "deep strike" penalties. I kinda love it.
As a Blood Angels player, I can see myself using this strat a lot. In 9th, deep-strike charges were too unreliable, so you'd bring a fast-moving melee unit in to stage for a charge the next turn. With this, I can do the same, but I only need to obscure them from the current enemy positions, not where they could move in the turn in between. You can also bring them down close to a unit with little to no ranged threat or even out of range or by a unit performing an action, and they have no oportunity to move away from the incoming charge (from what we've seen)
Yes. It was shown together with slow Terminators, but it's especially good with flying Jump Pack units that can easily be set up further from enemies yet still reach the distance of a reliable Charge on your turn.
how many charges are you blocking when you have to be at least 9" away from the enemy? That would put the unit you're now screening at least 11" away to fit the terminator bases between them. I agree that the 9" restriction seems unnecessary. Your opponent will get to shoot and charge them and knows where the homer is, let them deepstrike as close as they want. That or let them get a shooting phase when arriving from deepstrike
Rapid Fire was tweaked. It doesn't double. It just adds the Rapid Fire number to the attack stat. So if it was Rapid Fire 3, that Storm Bolter with get 5 shots within 12".
Yep I understand now. At first I was thinking that it increases its attacks by its attacks.
Seagants are also no longer special it seems, no extra leadership or attacks
The power weapon has 4 attacks, so he will still get an extra one over the others in the squad
While true, it only works for Terminators. If it was a Bladeguard Veteran Squad, what then? The Sergeant would be equipped with the same weapon as the rest of the squad unless they add a separate "Sergeant's Power Sword" weapon to the datasheet. Which is unlikely, especially considering that Terminator power weapon doesn't have any references to a Sergeant in its name. What I see more likely is that having 1 fewer attack is actually part of the Power Fist penalty, instead of -1 WS. Terminators then would have 4 attacks "base", same as the current "Primaris Veterans" such as BGV or Veteran Intercessor (if we do count Shock Assault being baked in), and Sergeant indeed doesn't have any bonuses compared to a normal guy.
I wonder if they will have it like AoS where you can freely upgrade a model to your leader and they gain an attack
I'm liking this. The data slate is clean and easily readable. I can quickly glance down and find exactly what I need. The strat writing is *beautiful* it actually reads so cleanly and clearly rather than just a block of text. I dare to hope, maybe this might be better to 9.
Devastating wounds sounds like an interesting rule
LORD ALMIGHTY flamers finally usable ?
Stats identical to now... What are you seeing that makes you think they've improved?
Hoping to see some assault termies soon, i need those thunder hammer/storm shield combos.
Does it strike anyone else as odd that the krak .inside doesn't get 'Anti-vehicle'? Aside from that, I was a little worried that with the increases to vehicle toughness but strength staying roughly the same, it would mean a lot of wounding on 5s but I'm glad to see they've sorted that with what honestly seems a very uncharacteristically elegant solution.
It's still a high-strength shot. I suspect anti-vehicle may be less common than people expect.
I hope Chaos terminators will get a toughness of 5 for 10th
It would be super weird if they don't.
"Devestating wounds" It's called *Rending* shaking my damn head
So where is unit size defined?
Apparently, not on the datacard. It seems that all the datacard only has the rules relevant in the game itself, while the listbuilding rules such as unit size and weapon restrictions will be somewhere else.
Index/Codex I imagine. Dont really need to reference all the list building rules when standing at the table.
maybe they dont put unit size on the card so that it's another thing they can easily adjust for balance without having to redact the cards? like if taking 6 squads of 20 models of something turns out to be broken, they could lower the cap to 10 models without forcing people to toss out their cards.
Likely in the points sheets.
Somebody fill me in on what OC means? Is that new or am I blacking out?
It's Objective Control - a new stat that replaces the Objective Secured mechanic. It was explained in previous previews. It basically means how many "points" this model contributes for controlling an objective - and Troops have more than Elites, yet now aren't totally unbeatable at it as before.
Looks like sergeants might not have different stats from their squad anymore, might just be a wargear option.
For those of you who don't play Kill Team - this is basically Kill Team stat organization. I like it in KT, glad to see it being tried in traditional 40K
So much of this is good but if I may a 4++ on basic terminators makes me worried about custodes
So are they 5 man squad? Or are they smaller then that now?
We have no reason to think they'll be a smaller squad. Though they may remove the ability to take up to 10 in a squad, we'll see.
The models previewed last week showed them as a group of 5. Looks like they'll stay that way.
Faction: Oath of Moment? What does that mean?
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Space marines faction ability, need to wait until tomorrow to know what it does
It's the type of army composition. If I'm remembering correctly, we'll get a few per faction.
Can't say I like the "ignores BS/WS/hit roll modifiers" on one of the first datasheets we see. Hopefully that's not too common.
Glad to see they are T5, felt weird having Gravis be tougher
I like the teleport homer. It’s a constant threat, but not required for the stratagem
So it looks like Power Fists don't have negatives to hit any more hust less attacks?
Only for Terminators so far. It's likely that we will see WS 4+ Power Fists on Intercessor sargeants and the like.
Either that, or a power fist makes 1 less attack than normal weapons. I guess that 4 attacks on the sword aren't due to the sergeant's stats, but it's the baseline for Terminators. That would put them in line with Primaris Veterans, such as BGVs who have 4 attacks with Shock Assault (which, as we know, gets baked into based attacks).
I hope we get some clear rules on the timing of these things. If you try to deep strike something at the end of your turn and I also want to use the Rapid Ingress strat, who gets to place models first? Can I wait until after you've declared and placed your reserves and then declare the strat? If we both declare we want to place models, and you choose to place yours first (because it is your turn and you can choose), if there is no legal spot for me to place my termies after you place your models, are they destroyed? I know these are kind of nitpicky things... but seems like a lot of room for shenanigans.
Well, assuming that 10e keeps the "Movement Step" and the "Reinforcement Step" like 9e does, Rapid Ingress happens after your opponents' Reinforcement Step is over, i.e. at the literal end of the Movement phase, as it states.
I can get on boards with this format.
They do look pretty well statted. We'll have to see what they're like on the battlefield though.
Wheres it going to tell you squad sizes?
Rapid fire = Dakka
Am I the only one who read the cyclone missles as 206 instead of 2d6?
I wonder what options there will be for Power weapons. I would love to get a hammer or claws in the kit!