The Combat Squads rule, which allows you to split larger squads into smaller ones before deployment, also lives here. 5 warwalkers with 10 bright lances, for example, have more than double the potential damage output, cost no CP, can deepstrike for free, and are easy to hide out of line-of-site turn 1, while your lord of war will likely come with an additional CP tax to stick it in reserve if you don’t get first turn as it has no invulnerable save and is unlikely to survive to turn 2 without a greatly reduced profile because it is impossible to hide. There’s a slightly ridiculous attempt to get around the whole ‘we made a model with a base to be your deployable haywire mine’ thing by suggesting you use the mine as a marker, which is pretty funny when you remember the box comes with a guy modelled holding one. They do have a role in 9th, but it is to teleport around the field activating Scamblers; and no Aspect Warrior shrine should primarily be devoted to a non-combat role. Credit: Corrode. The Chapter Ancient has gotten a major overhaul; the Chapter Banner ability only affects a single CORE unit within 6” and gives +1 to hit with melee attacks. Like Asurman, the Avatar should probably have +1 to its invuln save in close combat. A codex (often pluralised as codexes by Games Workshop, though the grammatically correct pluralisation is codices), in the Warhammer 40,000 tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign.. Codexes for particular armies were introduced for the second edition of the game. Speaking of which, let’s talk about the datasheets! This is likely something only Greg cares about, due to the delayed release of the Dark Angels supplement. Like their namesakes, Warp Spiders are teleporting aggressive defenders; the Death Spinner they wield is the pinnacle of the sort of aeldari advanced weaponry that makes imperial technology look archaic. Have any questions or feedback? Chapter Tactics are the subfaction rules for Space Marines, with each one applying to a chapter. Say it ain’t so! I don’t think the rerolls would be problematic- in fact, they would rarely enhance damage output more than “expert crafters,” a bonus that applies to every unit in the army rather than just aspect warriors. – Witchfire, WC6 now, increased to 18” range, and instead of having to draw closest to closest the line can now be drawn from any part to any part. Space Marines se numara printre cei mai de elita razboinici din Imperium. Per the rules in the book these can be used in any setting where you pick secondaries, including the GT pack. The truth is that I am really writing this because this it’s something I think about in the shower more than I should, and maybe if I put these ideas out into the world, I can move on to spending that shower time doing something useful, like planning my next list. Jump to: navigation, search. The idea is cute and the concept of ‘it shoots heavy bolters at everything it can see’ is quite funny, but with a lot of talk about having good terrain on 9th boards, you would hope this thing couldn’t see too much when it’s stuck in a deployment zone, and at that point you’re really asking ‘how many heavy bolter shots is 175pts worth?’ and the answer is probably not going to be ‘however many this can put out.’. better at shooting planes – it gets +2 to hit against AIRCRAFT and does D6+6 damage when it wounds them. You could mitigate its slow pace a little by making it your warlord and giving it the “Falcon’s Swiftness” warlord trait to increase its movement by two, but it was still just too damn pokey to pose a reliable threat. Storm Guardians and their loadouts As before, there are 12 Warlord traits in the book, six regular and six for Phobos-armoured characters. This second bonus would encourage Bel-Tan lists to favor aggressive units that want to close with the enemy as quickly as possible and create interesting tactical synergy with “fire and fade.” The Avatar of Khaine Other than that he’s pretty much unchanged except the obvious with his aura only affecting CORE units, which excludes himself (which is common to all the Captains, naturally). One much-touted feature of the new codexes is the inclusion of army-specific secondary objectives. “Swooping Hawks: “Jump Back” 1CP This is the sort of nonsense that builds resentment among players, even if it is unintentional on the part of GW. Also if the sarge has a carbine they get to move after shooting if they’re not in Engagement Range, so that’s neat. The Epic Deed category has 6 stratagems, and again most of these are familiar names. Additionally, as promised, the datasheets you would expect can now be Deathwing/Ravenwing or Wolf Guard, making them fully-fledged Dark Angels/Space Wolves units that will be able to take advantage of other rules in those upcoming supplements – so yes, go ahead and paint those Bladeguard Veterans in bone or your Outriders in black, or uh, stick a wolf tail on them, whatever. Now hold on, you might be saying, what if I wanted to take Father of the Future for that 6+ ignore wounds? There’s been some subtle but important changes to the overall faction rules here, and some helpful clarifications. Losing both their key abilities is a big strike to their effectiveness, and they didn’t get any cheaper to compensate. in terms of quality of life – reprinting all this stuff across multiple entries took up pointless space, so it’s nice to just have it all contained here. I would love to see 9th ed codex replace the shuriken weapon reroll with an ability that allows aspect warriors to reroll unmodified hit rolls of 1 to reflect the savage motivation of these expansionist maniacs. Striking Scorpions: In the lore, Striking Scorpions appear from nowhere behind enemy lines to butcher enemy infantry or assassinate key commanders. The new Masters of the Chapter, as per Warhammer Community. Codex: Drukhari; Released: 2020 Preceded by: ... Online Decadence and Decay (posted 11/21/2020) (last accessed 11/21/2020) ←8th Edition 10th Edition→ Warhammer 40,000 9th Edition (2020-Present) Rulebook Warhammer 40,000 9th Edition Rulebook: Lightning claws – +1 attack per claw, not for the pair. He also has a mechadendrite, Adeptus Mechanicus style, which lets him throw out 2 extra attacks at S5, and because that still isn’t, weapons he also has a grav-pistol and a servo-arm. He also has a mechadendrite, Adeptus Mechanicus style, which lets him throw out 2 extra attacks at S5, and because that still isn’t enough weapons he also has a grav-pistol and a servo-arm. they could make happen. So pay your respects for the following stratagems: Duty Eternal (now a unit rule), Veteran Intercessors (now a unit), Boltstorm, Hunter-Slayer Missile (now a unit rule), Cluster Mines, Gravitic Amplification, Masterful Marksmanship, Big Guns Never Tire, Target Sighted, Skyfire, Vengeance of the Machine Spirit, and Tactical Flexibility. Notably, it’s only BS4+, and it degrades. Like a lot of Marine units these aren’t really, per se, but there’s better options for the same job in the same codex, never mind all the Forge World kit, and these are directly competing with Eradicators, The Bunker is here! No unit may be moved more than once per turn using this ability.”. I think a lot of the design issues with the Avatar came from the fact that it was clearly pegged in some way to a Daemon Prince of Khorne. There is no situation imaginable in which you would not be better off with a chain sword and the only reason not to equip one is that the storm guardian upgrade pack only includes 2 chain swords but 4 aeldari blades, (although you need 2 upgrade packs to make a squad as they provide only 6 left arms and you need 8.) There’s some interesting decisions in terms of which abilities have been in-lined natively such as with Techmarines or Apothecaries, and which have been moved to be stratagems and therefore have an associated cost and effectively become once per turn (smoke launchers, repulsor fields). Saim-Hann These things are otherwise pretty much unchanged. White Scars Chapter Champion Credit: Alfredo Ramirez. Imperial Fists Primaris Apothecary. I don’t need rules that make all my units better killers. Allowing Scorpions to deepstrike at the beginning of your opponent’s charge phase would make them true ambushers. The latter allows an Apothecary to automatically revive a dead INFANTRY or BIKER unit. Imperial Fists Primaris Chaplain. Also ported over from things that were previously on the datasheet are, – though these are completely new, as they can now target a non-VEHICLE or MONSTER in 9” and force it to either brace (take d3 mortal wounds) or duck for cover, which makes them -1 Attack and unable to fire Overwatch or Set to Defend. The macro-plasma mirrors the Redemptor version, becoming 2 or 3 damage instead of 1 or 2. They can also be Ravenwing, which I’m sure won’t cause any problems. In paginile acestui codex de 208 de pagini, veti gasi tot ce aveti nevoie pentru a-i dezlantui in lupta pe Space Marines, alaturi de arta interesanta care sa va inspire propria colectie. With all the new stratagems, we were bound to lose some of the old ones. Or if he doesn’t do that he can swap that auto bolt rifle for a stalker version. Introduction Codex Supplement Blood Angels is the 3rd of the new style 9th edition Codex Supplements designed to be used alongside the recent Warhammer 40,000 9th edition Space Marines Codex. Many of the custom relics and warlord traits for Chapter Command units have returned from. The recent trend for Land Speeder Storms looks likely to wane, as the Scouts inside them are no longer Objective Secured and therefore substantially more vulnerable to being demeched and then flipped off an objective – though gaining Assault Vehicle does now make them great for bursting forwards with the Scouts jumping out to do an action. Wraith weapons work by tearing a hole in the fabric of reality and sucking their targets into the warp. This is pretty good on a jump pack model, essentially turning the model into a more mobile, FLYing Terminator. Because of the unavoidable CP tax, the wraith knight should really be better than the heavy support units that you could get for the same investment of points without spending any CP, but it is actually far worse. Otherwise, The Chapter Champion returns and picks up the, ability for free, letting him re-roll wounds against enemy CHARACTERs in melee. easier to manage, but sometimes it’s bad, because it gives Space Wolves units they don’t deserve. That suncannon however… oof. I am gonna paint so many of these. Well, you’re in luck, because that’s now baked into the Apothecary’s datasheet (though notably, it now has no bonus effect for Iron Hands, who instead have to live with the same 6+ as everyone else gets. You can get 5 Eradicators for one of these, with 3 more wounds and access to re-rolls. (If you, dear reader, are actual rules-writer for GW interested in my ideas about units not discussed here, please click that contact tab above and I will sign an NDA faster than you can say, “unspeakable-secrets-of-the-Black-Library.”), NOTE: I don’t discuss point costs below, but I am just assuming that many eldar units will see a moderate to significant cost reduction in the 9th edition codex to bring them in line with units from other factions. Mortis Machina is an upgrade to his power axe, hitting at strength 7 for 3 damage with an additional mortal wound against vehicles. Otherwise, Steadfast Example, granting Objective Secured to all Core units within 6″ and making existing Objective Secured models count twice, and Pennant of the Fallen, allowing models to make 2 attacks in melee rather than just 1 when they die return. In second edition the Death Spinner had a large flamer template template, wounded automatically, had -2AP and killed any infantry model that failed the armor save regardless of wounds. now gives you one more option for your choices: CHAOS KNIGHTS, and only lets you re-roll hit rolls of 1 rather than all hit rolls, but you get it on all melee attacks instead of just attacks the turn you charge/intervene/are charged. That said, the Avatar still needs to be tougher in melee so that getting into close combat with the war god is something opponents are motivated to avoid, not gleefully instigate. Instead, I want the updated rules to make narrative sense and to create opportunities for each unit in the eldar line to play a useful role that isn’t better performed by something else for fewer points, (or isn’t wildly outclassed by a similar unit from another faction that plays like eldar but is overall way better- like Ad Mech.) Honestly, either version looks good – with the twin auto bolt rifles a single ATV can put out 14 shots per turn for clearing hordes, or of course they can be tankbusters with effective 38” range multi-meltas. Ad Mech can turn it off, not that anyone was taking it before or is taking it now. Codex Supplement: Dark Angels (9th Edition) From Warhammer 40k - Lexicanum. On the table, the 8th edition Avatar was not something that anyone brought to war in times of great need. -Warp Spiders the Second Edition and Rogue Trader days, when Reaper Exarchs carried a throwable melee flail made of skulls and chainmail. , although now there’s only one Warlord Trait and one Relic for each entry, so those have been adjusted and in some cases, combined or baked into the main sheet. Power weapons – now +1 strength over their previous profiles, as already previewed, Thunder hammers – now only AP-2 but still flat 3 damage, Combat shields – In addition to the 5+ invulnerable save, these also give +1 to armor saves, Relic Blades – now +3 strength and flat 2 damage. GW has tried to achieve this aesthetically by making all eldar tanks fliers and giving some aspect warriors armor form fitting light armor that is as durable as the bulky ceramite plate worn by space marines. which keeps its previous effect and is also -1 to Combat Attrition rolls for units within 6”, is re-roll charges (not any/all dice any more) and is otherwise unchanged, has the aura tag now and only affects CORE, otherwise unchanged, has a big change – like Storm of Fire it has the aura tag now and only affects CORE or CHARACTER, but instead of its previous effect it now gives those units Objective Secured – which in the objective-flipping game of 9th edition could actually be a strong pick, particularly as you can now take up to 3 characters with traits, is similar to before except you declare after shooting instead of at the start of the phase, and Advancing is optional (but you still can’t charge). Suppression Fire sees a major overhaul, turning off Overwatch and Set to Defend, and forcing a unit to fight last in any turn in which it takes a hit from the Whirlwind you use the strat on. I think I must be writing this post partially in the quixotic and hubristic hope that it might somehow find its way in front of one of the actual developers who writes rules for the game. Every single member of the craftworld is part of a wild rider family, a clan of noble warriors who compete from the time they are young to outdo one another in contests of speed and agility on their jet bikes. Chapter Masters also get their own bespoke Warlord Traits and Relics now, just like the other chapter command units got in, . Do take care to note that it hits units in this range, not enemy units; the Battle Barge bombarding you from the stratosphere is not in fact able to avoid hitting your own guys if they stand on the point. Over in the Phobos category, there’s some bigger changes: Salamanders Space Marine. Yeah, the leaks were right – these are 80pts for the onslaught gatling version or 85pts with a multi-melta. One of the most-anticipated changes here is the folding of Dark Angels, Blood Angels, Deathwatch, and Space Wolves into the main codex. Rather than being a 5+ CP regen, it now allows any unit (not just Core!) With new rules, point adjustments, stratagems and units. I think the best way to promote this kind of build is to provide each aspect warrior shrine with a single  powerful but situational shrine-specific stratagem. Successor Chapter Tactics return, giving players the ability to create their own special chapters and assign rules to them by picking two abilities from a list. Now spiders have a unique and specific role: they hunt down hard to reach threats hidden from view- much like the creatures that gave them their name, AND with a CP expenditure they can pose a threat to the harder targets that hawks and wind riders struggle to damage. On the table, 8th edition Striking Scorpions rarely ambushed anybody. The Chapter Master appears to have pulled rank on the Chapter Champion, stealing the, relic; this gives him a 2+ save and +1 to his Wounds and Toughness characteristics. I really want this weapon to be great, and it very nearly is, especially now that “Expert Crafters” is available to reduce the chances of flubbing the hit and wound role. Warhammer 40000, © 2021 Goonhammer Codex Update I am referring to delayed... It gives charging units +1 to hit, but both he and Infiltrators now have them benefit from out! But sometimes it ’ s only minor changes to the end of a phase... 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