About My Blog

Ave Omnissiah!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

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Retrospective: Imperial Knights

Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...

Thursday, July 17, 2025

Legacies of the Age of Darkness

Fortunately, as I thought, most of the supposedly "cut" units are in the Legacies of the Age of Darkness. Warhammer Community has announced this yesterday, but I worked until midnight yesterday, so I didn't have time to write about it. It also seems like some wargear options might be put back there, so you have stuff like "Veteran" Breachers who are those with volkite chargers and meltaguns and Inner Circle Knights Cenobium from the Order of the Broken Claws (probably your Thunder Hammer Knights Cenobium). And additional wargear options. Or exotic wargear, so your characters still have bikes, jump packs and Terminator armor no matter what Consul they are. Cool!


Destroyers are in the Legacies PDF, as I told everyone on Facebook and Reddit. Despite this, people didn't believe me, with one guy insinuating something by asking if I was bullied in school, and The Outer Circle posting a photo of a printer to push his 3D printing and anti-Horus Heresy 3.0 agendas. Sigh.


I was wrong about Tartaros Terminators, though. Seems like the power fists being missing is not an error - they're on the Legacies Tartaros Siege Terminators now, which confirms a new plastic kit for them coming. Yay. I might actually rebuild an Imperial Fists force with the Tartaros Praetor, a bunch of Tartaros Terminators with storm shields, and the new Breachers because they're coming out in plastic. Cool! I can't wait!

I also told people the Aurox transport and Tarantulas for Solar Auxilia will be in the Legacies PDF and I was downvoted to oblivion in Reddit and called a shill and some nonsense. Look, I already anticipated that because my Carnodon was relegated to Legacies in Horus Heresy 2.0. Instead of panicking, I looked at my Carnodon and was confident the Aurox and Tarantulas will be getting the same Legacies treatment.

One thing I disliked, though. The Ordinatus is missing for Mechanicum. That's an expensive Lord of War model, and to pretty much write it out of the game completely is...painful, especially for the owners. C'mon.


Anyway, I look forward to the Imperial Militia rules next month. I can't wait! Till then!

Friday, July 11, 2025

Horus Heresy Thousand Sons leaks

The leaks are coming in full force now! I won't go through all of them because I'm sure there are far better websites for that, and I suspect Youtube will be full of influencers covering them. That 4chan leaker or whoever has a grudge against Pardo, and I suspect his remarks border on harassment, but that's the responsibility of a moderator, I can't do anything about it.

Still, even if you have a grudge against somebody, insulting him across dozens of screenshot images seems immature, petty and, well, it's harassment. You can be sued if you get caught, though I think in an Internet of anonymity, it's more likely you'll get your account shut down by a moderator and your images deleted. My advice is: don't.

Anyway, back to leaks. I'll focus mostly on the Thousand Sons, but not on the named characters because, y'know, I'm all about my dudes and I don't really want Ahzek Ahriman or Magnus running around with Ignatius (my dude). I'm sure they have better things to do during the Heresy than follow Ignatius around. So what changes do we have in 3.0?

First, the Armory of the Thousand Sons. We no longer have aetherfire blasters. So our special plasma guns are now back to being ordinary plasma guns. Also, plasma guns simply have Breaching 6+ now, with Breaching 5+ in maximal fire mode, but Overload (which means 1 wound if we roll a 1, the old Gets Hot! rule). We retain Achea Force Swords, which are swords only, and is a 5-point upgrade for a power sword, but only for Characters with the Command or Champion sub-type. So my Sergeants' Achea kopeshes are now normal power swords, not Achea force swords. No big deal. It gets Breaching (5+) but is otherwise base AP3, and gives +1 Strength. Also has the psychic trait, but that does nothing. No bonuses, nothing.

We get a Prime Advantage for Troops (the special sun-ring thing in the new Force Organization Chart) called Telekine Shift, which means when we rush, we make a Willpower check, and passing it gives us Antigrav and Move Through Cover. Fail, and the unit can't move.

Our new Legion Trait, or Legion Tactica as they call it, gives all our non-vehicle models (so our Walkers and automata get it too!) a bonus +1 to our base Willpower, giving our basic infantry 8, and the Psyker Trait. Gambit allows us to swap a Focus Roll with the model's Willpower characteristic. We get a Prosperine Convocation detachment that gives us a single Troops slot with Prime Advantage, a Fast Attack, an Elites and a Heavy Transport. Our Advanced Reaction is the same as before, as far as I can tell, us making a Willpower check during shooting to get a 3++ invulnerable save if we pass or 5++ if we fail, but also Perils of the Warp. Warp Rupture, which means suffer 13 minus Willpower wounds (most of the time, it'll mean 5 wounds on your basic infantry, which you can only make invulnerable saves for).

Castellax-Achea Automata are now 80 points, but you can only take one per slot. No more maniples. Bro, what?! I have 4 of these guys and the Tactical Support detachment only lets me field 2. So I need 2 Tactical Support detachments to field both. And apparently, they use the same slot as my plasma tactical support squads now. Uh, that's not good.

I won't lie, though. Plasma now sucks so bad I'm not sure I'll be running my plasma squads anyway. Might as well stick to my Castellax-Achea Automata. Their Achea force claws are 2 damage and have Breaching 5+, which is cool, and the Aether-fire cannon is also 2 damage but Breaching 6+. Not many changes. Their Psychic Conduit rule allows them to tank Perils of the Warp for your Thousand Sons psykers using Prosperine Arcana, which means they take a single wound (Mortal Wound) instead of Tactical Status.

Khenetai Occult Cabal has 3 attacks each, are WS5, and have paired Achea force swords that give +1 attack, but otherwise are the same as above. They get a psychic reaction that gives them a 5++ invulnerable save if they pass Willpower, a Blessing during the Assault phase that gives their Achea Force Swords Precision (5+)

The Contemptor-Osiron Dreadnought is 200 points, retains his gravis force blade, which is now Damage 2 (but still Strength 9) and can upgrade the Damage if you use Force. Has Reaping Blow (2) too, whatever that is. He can also select one psychic discipline - Biomancy, Pyromancy, Telekinesis, Divination, Thaumaturgy or Telepathy, for a set number of points. I think he gets access to Prosperine Arcana so there's no stopping you from doubling on them? So you can take Biomancy and Pavoni to give him +2 Toughness during Shooting Reactions and +2 Strength and +2 Toughness when he charges. It will cost you points, though.

We now have a "Prosperine Sorcerer" and he's different from a Librarian Consul, which still exists, by the way. He gets a Prosperine spirestave and gets bonuses to his psychic weapons (+1 Strength for ranged and melee), and instead of getting psychic disciplines like a Librarian does, he gets Biomantic Slam from Biomancy, Wildfire from Pyromancy and Immovable Force from Telekinesis. They are specific psychic weapons, though, which you'll see below. No Prosperine Arcana, though.

Sekhmet Terminators have Achea force swords that they can replace with lightning claws, power fists, chainfists and thunder hammers. Suck it, Cenobite Knights! Hah! Our special Terminators get to keep all their options! Take note, unlike other Terminators, Sekhmet Terminators are Elites and not Heavy Assault, for some reason. Yes, and they can swap their combi-bolters for volkite chargers or a combi-weapon from the Legion Combi-weapons list. 1 in 5 can swap for a plasma blaster (mine), reaper autocannon or heavy flamer. Cataphractii Terminators and Tartaros Terminators have the same options! My army isn't invalidated at all! My Terminators keep their volkite chargers! WOOHOO! What was that about my army being invalidated or shelved? Okay, never mind, I still feel kind of bad for the Blood Angels, Dark Angels and Space Wolves players. Hopefully they get their options back in Legacies PDF. The only difference is that Terminators are now Toughness 5. They keep their 2 wounds, and Sekhmet Terminators are WS5, but now they're Toughness 5, which is really cool. No need to worry about Instant Death now that we have multi-damage weapons, while it makes them slightly impervious to small arms. Not bad! 

Speaking of which, Tartaros Terminators now cannot take power fists. I'm pretty sure that's an error that will be corrected soon. It's weird because that's how you primarily build them from the kit (unless you kitbashed them like me), but yeah, selling power fists plastic Tartaros Terminators and telling us, nope, they can't take them in the rules, seems...dumb. Hopefully that gets errata-ed. Doubt we'll even need the Legacies PDF for that.

Anyway, back to Thousand Sons rules. Prosperine Arcana.


As you can see, our rules got overhauled. Nice. In addition to getting a bonus +1 to our Willpower and our whole army (except vehicles) becoming Psykers, we can upgrade each non-vehicle and non-automata unit with one of five Prosperine Arcana. Also, we don't suffer Perils of the Warp like normal if we do normal psychic powers - instead, we suffer D3 wounds at AP2 that we can only use invulnerable saves. Or 1 if we pass them off to our poor Castellax-Achea automata.

Also, only one model per unit can use a psychic weapon when shooting with a Prosperine Arcana.

Raptora has Crushing Force, which is a one-shot 12" Strength 9 AP4 D2 Armorbane Force (D) shooting attack, and a Kine Shield Blessing Reaction that gives the unit 4+ Shrouded Damage Mitigation if you pass Willpower.

Pyrae gives an Inferno Shield blessing that smacks each enemy unit in melee (after they hit you) with D6 Strength 4 AP- D1 hits. We also get Burning Grasp, which is melee psychic weapon that's Strength 8 AP3 D2 Critical Hit (6+) Breaching 5+ and Armorbane. Only a single hit, though.

Pavoni is Stoneform, a reaction blessing that gives +2 to Toughness if you pass the Willpower. We also get Bloodboil, which is 12" Strength 4 AP2 D2 Poisoned 2+. Only one shot, though.

Corvidae fires Fated Shots, a Blessing that gives the unit 5+ Rending for their non-blast ranged weapons if they pass their Willpower check. Path of Consequence is a curse that gives an enemy unit -2" to their Movement and force them to take a Dangerous Terrain test if they move.

Athanaean gives them Clarity, a Blessing that removes all Tactical Statuses from any unit within 18". They also get Emanation of Dread, which is 24" 3 shots Strength 4 AP- D1, but causes Panic (1).

Nice glowup and upgrades! I think this might be better. Maybe? I like the psychic weapons now, they are cooler, and Corvidae with 5+ Rending on tactical squads might be insane. Whoa. Just make everyone Corvidae now, and the Dreadnoughts Pavoni. Heh.

Oh, right. Speaking of psychic powers, I might as well throw them here because Thousand Sons.

Let's start with Biomancy. You get Impact (Strength), Biomantic Slam - a psychic melee weapon that is -3 Initiative, Strength 12 AP2 D2 Force (D) Armorbane, but only one attack, and Biomantic Rage, which gives you +2 Strength and +2 Toughness when you charge if you pass your Willpower.

Pyromancy gives you Explodes (4+). Hah! Go out with a bang. You also get Wildfire, which is 18" Strength 4 AP4 D1, but one shot Blast 5", with Panic (1) and Force (S). For melee dudes, you have conflagration that's -1 Initiative, 6+D3 attacks, Strength 5 AP4 D1 Deflagrate (5) for close combat.

Telekinesis is a Reaction Blessing that gives a 3+ Shrouded Damage Mitigation against shooting. Immovable Force is 18" 3 shots Strength 6 AP4 D1 with Pinning (2) and Force (shots) psychic weapon. You also gain 4+ Shrouded by default.

Divination gives you Duellist's Edge (2) and Every Strike Foreseen Gambit. That means you can hit your enemy on a 2+ regardless of your WS if you pass Willpower, and you don't suffer Perils of the Warp. Foresight's Blessing gives you 5+ Precision.

Telepathy gives Fear (1). Mind-burst is a curse that forces an enemy unit to Fall Back after removing Tactical Statuses from them, force them to make a Leadership check after that, which if they fail, they become Routed. But you can't Move or Rush. Cursed Whispers are psychic weapon that's 18" 2D6 shots Strength 3 AP- D1 Stun.

Thaumaturgy gives Hatred (Psykers)...wait, what!? Hey! Don't hate my Thousand Sons! You can Resurrect through Resurrection, a Blessing Reaction that brings back slain models after they get shot if you roll a 4+ for each of them. If you pass Willpower, of course. Oh, and Perils of the Warp occur after you resurrect your dudes, so no trying to revive them after you eat like 5 wounds from Perils of the Warp. Tranquility is a Curse (oh man, it's funny if you take this out of context) that gives a -2 penalty to Willpower of an enemy unit when manifesting psychic powers or psychic reactions, and weakens Strength of psychic weapons by 1.

So how does this affect my listbuilding? Is my Thousand Sons army from 2.0 invalidated? Aside from Numerologist Cabal, who has yet to get any rules (probably in Legacies PDF or a future Journal Tactica), certainly not. I can build around them.


Let's start off with the Crusade Primary Detachment. I have a Praetor in Cataphractii Terminator, a Librarian Consul, a Praevian Consul (though I have no idea if he can unlock Castellax-Achea automata or if we are forced to take a Castellax battle-automata from Liber Mechanicum with him), and I'll buy a new Centurion and kitbash him into a Thousand Sons one. That gives me 5 auxiliary detachments. For the Troops, I'll take two Tactical squads, because why not? The Logistical Benefit from Prime Advantage for one of the two, I'll use it to bring an Contemptor-Osiron Dreadnought.

My first auxiliary detachment will be a Heavy Support for my second Contemptor-Osiron Dreadnought. Next would be Shock Assault for my Cataphractii Terminators. 3rd and 4th would be the Tactical Support for 4 Castellax-Achea automata. The last would be an Armored Support for my 2 Predators with plasma executioner cannons.

That's pretty much about it! Sure, I can't take plasma tactical support squads anymore, but that's fine because 1) plasma sucks and 2) I'd rather take Castellax-Achea automata anyway. I also don't know if I have enough points. Worst case scenario, I'd swap my Praevian Consul for a second Centurion (because quite frankly, if he does absolutely nothing for my Castellax-Achea automata, I don't see a reason to take him) and take a 3rd Tactical Support detachment for my plasma tactical support squads instead. There you go. I'm fielding the exact same army as before, minus the Techmarine, Praevian and Numerologist Cabal.

Frankly speaking, it's all about playing around with what you have. Aside from invalid weapons options (which I desperately hope they'll provide in Legacies), you should most likely be able to play around and field almost the same exact army as before, just that you'll need more Command Characters, Consuls, Centurions, etc.

Thursday, July 10, 2025

A Titanic Legacy

So we have a preview of Titans today. Cool. Apparently, you have to shoot specific body sections after bringing down their void shields - a whooping 8 for a Warlord Titan! - and then bring each section down to 0 hull points to force the Titan to roll on some critical damage table.


Basically, roll high enough and you might destroy a Titan, though the chances of that are slim. There's nothing about melee, and I don't know how knights fare in melee. Will melee bypass void shields? I guess we'll find out, but I'm not sure.


There are also specific Engine Kill missions for Titans, such as Giant Killer, or preventing them from destroying a command post. Very cool. Swarm Assault also sounds really awesome, with infantry climbing all over the Titan, presumably to bring it down. Nice.

However, today, I think I should address the whinging, doomposting and inane whining that's all over Reddit and social media. Actually, I don't care about Reddit. They can whine and doompost there, and I think it's totally justified, I just am not going to participate in it. Right...what are they whining about? About units and wargear options being "invalidated" and entire armies being "invalidated" or some BS. Despite "promises that there will be no sweeping changes and you can still play your armies," apparently "entire armies have been invalidated" because they removed wargear options from the libers.

Personally, I believe it's better to wait for the Legacy PDFs before we go nuclear, but that's just me. The wargear options might be in the Legacies of the Age of Darkness PDF. They might not. But it's like a little over 2 weeks away. Can't we be a bit more patient and wait for the Legacies PDF or something instead of throwing a tantrum over...leaks in the Internet? Yes, I know they are "authentic" photos or snapshots of the Libers or whatever, but you're only seeing the Libers. We haven't seen the Legacies PDFs yet. I do agree it's dismaying if they lock units like Destroyers behind Journal Tactica. But claiming that your entire armies have been invalidated and raging with hyperbolic remarks seem...premature.

Also, can we not attack or harass the Horus Heresy social media team on Facebook? Like, c'mon. Stop being immature, entitled brats. You want to rage or whine about it, let's keep it to forums and Reddit and whatnot. If I disagree, I won't engage with you, simple as that. I actually don't want to dip my toes into the toxic cesspool of doomposting it has become, but I don't think it's right to stop people from venting and being furious either. But why harass the social media team and demand answers from them? Why whine to them about wargear options and invalidation of armies (which I'm skeptical until I see the Legacies PDFs)? What do you expect the social media team to do, other than stay silent? They aren't the ones who write the rules.

There was one guy on Reddit saying he's writing an email to tell Games Workshop customer service off and that they've lost a customer forever. Having worked in customer service, I can tell you, they'll probably think good riddance. On a cold, clinical level, there will always be other customers to replace you. I'm not saying your rage is not justified, but venting it on customer service is...just silly and doesn't benefit any party at all. They aren't the ones who make the decisions for rules in the first place. And no, telling them you're upset and believing they'll pass the message for you doesn't tell the rules people what they don't already know. As much as people might claim they're idiots, they are aware that gamers will be upset if their models are "invalidated" or removing options will cause a blowback. It's a calculated move to perhaps persuade people to buy new models to rebuild a "valid" army, or they think they'll bring in enough new customers to replace the angry ones who leave, or they've already anticipated the unhappiness and have put them in the Legacies PDFs.

Let's just pray it's the last option, and that we'll get what we want in Legacies. I won't lie, I do have a kitbashed Cataphractii Terminator squad armed with nothing but volkite chargers (and a couple of plasma blasters) for both my Dark Angels and Thousand Sons. And they all have power swords, not power fists. If they get invalidated, it will hurt. I also have a Numerologist Cabal from an Exemplary Battle, which I know won't be in the Liber for sure, but I believe will return in a future Journal Tactica. So it's not like I'm unaffected. But I'm not panicking because I'll patiently wait for the Legacies PDF first.

If the rules and wargear options aren't there, then...yeah, it's time to send feedback. But do it in a polite and firm manner, not a whiny, hyerbolic message where you threaten them with "you'll lose a customer forever." Like, if I'm losing you as a customer anyway, then why should I do anything? Customer service officers are still people, and being polite and firm will go a long way in communication, rather than them simply dismissing your raging rant.

Quite frankly, if they get "invalidated," then just proxy them or use them as counts as. My volkite chargers are now cool-looking combi-bolters. Whatever. If Games Workshop doesn't care enough and take away wargear options despite people kitbashing them over the years while investing tons of time, effort and money, then I don't care enough to adhere to what you see is what you get.

Friday, July 4, 2025

Questoris Familia

And today we have Knights! WOOHOO! As a Knight player, I was looking forward to this the most!


The Questoris and Cerastus Knights have Vanguard, which helps us score Victory Points even if we don't have Line. Cool! But to score VP, we'll need to rout or destroy enemy units on Objectives. Which is what Knights are made to do.

Also, it seems we can further customize our Knight Household and how they play. Also, great news - we no longer have to include 2 Armigers for every Titanic Knight, so I can include as many Super-heavy Knights as I want without having to worry about the Armigers now! YAY!

We have three Household types: Imperialis, Mechanicum and Medicant (which basically means nomadic). Each has a unique set of bonuses, such as Tactica, Advanced Reaction and Vow.


As usual, we get our own unique Primary Detachment that allows more Lord of War slots while granting them Prime bonuses. Holy Terra, yeah! So stuff like Lord Scion, which gives us 2 repair rolls at the end of their turn. Unfortunately, we no longer get access to allies. But we do get ranks that unlock our personal Household Militia! For example, the Lord Scion unlocks the Yeomanry Mesnie (which basically means Household Militia) detachment. Basically, Solar Auxilia or Imperialis Militia allies, who get their Traits replaced by the Questoris Trait! Awesome!


Yeomanry is a designation used by military units in the British army reserve, and have historical roots in volunteer cavalry regiments from the 18th and 19th centuries. Mensie (or mense) is British slang for a large quantity of military forces, so...yeah, a large quantity of military reserves for Knight Households. Really cool to see this for Knights and them making it official/canon!

Even better, the Preceptor Rank now gives us an automata talon!


Oh, and they get Battlesmith (2) and counts as Intelligence 8 when making Repair tests, which helps us with the Tactical Statuses stuff.

We also get vows, which is...a thing. Apparently, gives us ways to score bonus Victory Points, but they seem very difficult.

Cerastus Knight Atropos is 600 points now. Yikes. You can take 5 of them in a 3,000-point list, but not much else. Hopefully the Questoris Knights don't cost that much...they are the "cheapest" but I have no idea how much is "cheapest." Will the new Knight Defender be included? Would love the plasma weapon and conversion beamer for the Knights, but I won't hold my breath.



The Asterius Knights also get a mention, but...we'll see. Anyway, I can't wait to get Liber Questoris. Glad to see that I can still take Imperial Militia or Solar Auxilia or Automata allies, even if we no longer have access to Allies! My Imperialis Militia is meant to be a Yeomanry Mensie anyway, and I would be sad if I couldn't field them alongside my Knights!

Thursday, July 3, 2025

Solar Auxilia

Today is Solar Auxilia.


Tercios are now Auxiliary detachments. I'm not sure how it will work, but I assume I can unlock a Veletaris Tercio with a Lord Marshal or something. I hope. And maybe a Tank Commander will unlock an Armored Tercio, which will allow me to field my Solar Auxilia as this elite Veletaris dudes wielding volkite weaponry riding in Dracosan Armored Transports alongside Leman Russ tanks, a Valdor tank hunter and a Stormblade. We shall see...

We also retain Cohort Doctrines, though they seem to have changed significantly. How much? I can't tell.


At least battle cannons are now AP3 if your Leman Russ tanks are stationary. Cool, I guess?


I wonder what else we're getting. I can't wait!

Wednesday, July 2, 2025

Mechanicum Taghmata and future of Horus Heresy

Rejoice, we have Imperial Militia coming! YAY!


I'm just lookng at Imperial Militia because I have a bunch of guys wielding volkite weapons from Armory of Old Night as my Knights' Household Militia, but there are more information here. Take your time, but long story short, new miniatures are on the way, Talons of the Emperor are getting more stuff and their own Liber in time, and Journal Tactica series will be a steady release.


We also get a peek at Mechanicum rules, and unlike the Legiones Astartes Crusade detachments, it seems we get our own unique Mechanicum detachments. So our Primary Detachment will be entirely composed of Archmagos, Magi and Tech-priest Units, which will unlock their own Auxiliary or Apex detachments belonging to their High Tech Arcana.

So I can still build a Legio Cybernetica force by choosing the Cybernetica High Tech Arcana, which will unlock Auxiliary and Apex detachments for automata. Yay.

There are a few hints, like a Macrotek Archmagos getting the Iron Phalanx Apex detachment for three Armor units (Krios tanks or Krios Venators) and three Heavy Transports (the Triaros Armored Conveyor).

Mechanicum units are also cheaper now. Yay?


I don't know how my Mechanicum army will look with the new rules, but I guess we'll find out!

Tuesday, July 1, 2025

Death Riders assembled

It took me a very long while, but I finally assembled my Death Riders and Marshal Dreir!


Sorry for the lack of updates. It has been a terrible June for me, to say the least. I was severely sick for 2 weeks (infection, fever, etc., had to take antibiotics), I lost my relief teaching job, there was a relative's funeral to attend, and I had been frantically searching for a new job. Suffice to say, no income means no hobby, which is why I haven't been updating for a while. Dreir and my Death Riders were actually purchased back in May, but I was obviously in no mood to assemble them because I was immersed in job-hunting. I'm sure those of you who have been unemployed before will know the feeling.

It's not...good.

Anyway, I got another teaching job for now, just waiting for assignments at the moment. We'll see. I can finally take a breather and start saving for the Saturnine Horus Heresy boxset and whatever Horus Heresy stuff I want to buy, such as Sekhmet Terminators or something. Or Mechanicum stuff. We'll see. For now, though, Krieg. I still need to get that Krieg heavy weapons squad, but again, I'll wait until I receive my salary first. Until then...I probably won't be doing much hobby stuff. Sigh.

Oh, and Horus Heresy 3.0 seems to be slated for a July 26th release date. I can't afford the Saturnine boxset, so I'll wait until December or next year, I guess. Sigh. We'll see.

Anyway, at least I'll have my Krieg Death Riders to play with for now. Dreir leading them on a charge to deal Devastating Wounds! Might even get a second box because I want to assemble more Death Riders with power swords and lasguns. We'll see. Again, it depends on how much income I actually get.

Till then...

Wednesday, June 11, 2025

New Force Organization Chart

Warhammer Community published an article on the new Force Organization Chart last night, and I thought it was very refreshing. It might look a little complex at first, but once I sat down and actually read through it, I understood how it worked, and how to simplify it.

Unfortunately, I see the comments on the Facebook page, which are just...I'm not sure. Now, I understand if people prefer 2.0 and whatnot, and I perfectly empathize with buying the books all over again - I feel the pain, especially now that I'm effectively jobless for a couple of months until August. It's not cheap. However, the crying about "I'm sticking to 2.0" and "this is overly complex" and "this is becoming more like 40K" (make up your mind...) is just...asinine. Look, if you prefer 2.0, that's cool, but let's not pretend 2.0 is this "perfect" system that only needs "refinements" and "FAQs." It...quite frankly, is far from perfect. It's a good system and I enjoyed it, but there were major flaws. Plus, a lot of the complaints about it either being "too much like 40K" or "too complex" sound like they did not actually sit down and read. They skimped through it, had this confirmation bias of "2.0 is better" and bolted down on that stance, using this as "evidence" that this whole "refinement" thing is "Games Workshop doesn't know what they're doing." Far from it, and I'll explain the strengths of this new system.

That said, I don't think it is perfect, and I agree with the "HeroHammer" aspect - it forces you to take more Characters or pay a Character tax just to unlock stuff, so...we'll need to buy all those resin Consuls from the Horus Heresy range now. Ugh.

Anyway, that aside, allow me to present the Force Organization Chart in a simple manner so that the whole "complex" nonsense can get refuted immediately. So, you'll notice that everyone starts off with a Primary Detachment (Let's ignore the Crusade bit for now).


If you played 2.0, chances are, you were taking a Praetor to unlock the Rite of War with his Master of the Legion rule anyway, so you already have a High Command. Troops can be filled with your tactical squads, assault squads, breacher squads, etc. I have no idea if support tactical squads with special weapons like plasma guns or volkite will still be counted as Troops, or if Inductii is still a thing, but we'll ignore those for now because I'm trying to show you how simple this is. If this was the old Force Organization Chart, you'll have 3 HQ slots (which, to be frank, is very restrictive, especially if you play Thousand Sons like me), 6 Troops slots, 4 Elites, 3 Fast Attack and 3 Heavy Support, plus an optional Fortification slot and a Lord of War slot. And Allies, but let's keep it simple here.

Now, the problem with the old Force Organization Chart is that you have a limited number of slots. Let's say I'm Thousand Sons and I'm taking a Praetor to unlock the Achaean Configuration rite of war. I'll need to take a Praevian Consul, and that leaves me only one more slot for my new-ish Thousand Sons Librarian Consul. That's all I can take for my powerful psykers. Ugh. I'm also forced to take Techmarines, and now I have 3 Elites left for...maybe a 10-man squad of Cataphractii Terminators for my Praetor (if I could build them into a command squad, I would, but I don't have a standard), an Osiron-Contemptor Dreadnought talon and a Numerologist Cabal. That's all my elite slots filled out. I have no space for Khenetai Occult blades, Sekhmet Termninators, normal Contemptor Dreadnoughts (not that I'm taking them now that I have the Osiron), or other Elites.

If I'm playing a tank-heavy army, I only have 3 Heavy Support slots. So I take 3 different tank squadrons, but I won't have any left for say, Leviathan Dreadnoughts, Heavy support squads, etc. Or Deredeo Dreadnoughts - if you take both Leviathan and Deredeos, you only have a single Heavy Support slot left.

So the old Force Organization Chart has its limitations. And these limitations feel worse in higher-points games. If we play, say, 5,000-point games, you'll run out of your favorite Battlefield Roles very soon.

Here, it's less restrictive in that you unlock the slots/battlefield roles you want to take via Characters.


So let's say you take 3 Consuls, that means you can take 3 Auxilliary detachments. Whichever you want. How do you want to build your army? Do you have Terminators? Throw in a Shock Assault. A Dreadnought? A Heavy Support. Tanks? Armored Support. And that's your 3 Detachments.

Your Praetor gives you a 4th Auxilliary detachment for that second Dreadnought, or it gives you Apex Detachments like Army Vanguard for your Legion-specific specialists like say, my Numerologist Cabal and/or Khenetai Blades. I'm not sure if Sehkmet Terminators fall under this or under Shock Assault.

And even better! If I take a Consul for Command in the Primary Detachment, I fill the Prime Slot for Army Vanguard, which unlocks a Logistical Benefit, which is adding a Battlefield Role of any choice (except Lord of War). Awesome!

Basically, this is how the new Force Organization Chart works: Assemble your army around a few Characters and troops (or don't bother with troops if you don't want them). Add an auxilliary detachment for each Character you take to fulfill your command slots (including High Command). Add an extra auxilliary detachment if you fill the prime Command slot. Centurions also unlock an extra auxilliary detachment.

There you go. Simple, right?

So how does that play out for my Thousand Sons army?


Currently, I have a Praetor for High Command, a Librarian Consul and a Praevian Consul for 2 Command slots, which unlock me 3 Auxilliary detachments, plus one Logistical Benefit. I can fill out my Troops slots with my 2 tactical squads and 2 support tactical squads (assuming they're still troops and aren't shuffled into Tactical Support). I assume the Paevian Consul will unlock me a Heavy Support slot for a battle-automata maniple, which I can shuffle all four of my Castellax-Achea battle-automata into. Unlike Dreadnoughts, I'm certain automata will still be taken in maniples because they're currently sold that way, and it'll be too inefficient to unlock them otherwise.


The second auxilliary detachment will be an Osirion-Contemptor Dreadnought, the third will be Shock Assault for my ten Cataphractii Terminators, and the fourth would be Armored Support for my Predator tanks. I didn't take an Apex detachment because I have no Veterans, and I don't know if Numerologist Cabal will fall under Army Vanguard. On the other hand, they make a good Veteran squad with their current equipment. So pretty much what I still have, with the exception of my second Osiron-Contemptor Dreadnought and Numerologist Cabal. To unlock either of them, I'll have to take a third Command Consul (maybe a Centurion to unlock 2 slots, and voila! I can take both now!), and this gives me an excuse to buy Sekhmet Terminators now, heh. Or more tanks - since I only have 2 Predator Executioners so far. Time to add a couple of Vindicator with Laser Destroyers, eh? We'll see.


Anyway, this is just an example of how I reorganized my army with the new Force Organization Chart. Not too complex, and neither is it "too 10th edition" or "too 40K", right? You can't simply spam the units you like (aside from rule of 3) in 40K because you need to unlock them via Characters, and it means losing out on other units/battlefield roles. It's still a fun and fluffy list that isn't very different from my Horus Heresy 2.0 list, I just need to make a few additions and maybe take out a few, depending. The Techmarine did absolutely nothing for my army, so I don't mind removing him. If I add a Centurion, then I don't need to take out my second Osiron-Contemptor Dreadnought and Numerologist Cabal, but otherwise, I can just get Sekhmet Terminators and more tanks now! Or both routes, if I have the points!

...so why are people so against the new Force Organization Chart? I get the feeling that they're just against change or anything new. They don't want to try anything new, and are up in arms when their "favorite" game gets changed in any way. I say give it a try. Experiment with your lists and play around. If you still don't like the changes, then return to 2.0. But at least give it a try before you start whining and throwing a tantrum on social media. Who knows, you might actually find this new style refreshing and more fun. I know I had more fun reshuffling my Thousand Sons around.

Oh, and what about my Dark Angels? Hmm...good question. I don't know. For one thing, I'll definitely need more...Consuls or Centurions. I suspect I'll be using the Centurion from the Saturnine box for them. I still don't know if Inductii can be taken as Troops or if they're still a thing, and it is entirely possible the Dark Angels will have their own Deathwing Detachment or something, so it's a wait and see for now. But I can imagine converting the Saturnine box into Dark Angels to unlock more slots and turn them into a more conventional force. They don't have much, I only need to unlock the Shock Assault, an Apex and 2 Heavy Support (one of which will be unlocked by the Army Vanguard Logistical Benefit since I literally have Veterans). So I might only need a single Centurion in MKII armor to unlock everything for my Dark Angels! Hah! I don't know if Consuls are allowed to take Saturnine armor, but if he can, then hell yeah, it'll give me a third Heavy Support slot for the Saturnine Dreadnought. But, as you can see, it's all good here. Only things I'll ditch are the Rhino and Land Raider, for now.......unless I get yet another Logistical Benefit from using the Prime Command slot, then I can unlock Armored Fist. Which means more Rhinos and Land Raiders (or Spartan). Heh. Possibilities, possibilities...

Thursday, June 5, 2025

Imperial Knight rumors

Sorry, I've been sick for 2 weeks now. Actually, I was supposedly recovering, but things took the turn for the worse on Tuesday and I've been down with a fever for a few days since then. Chills, aches, and lots of phlgem. Seen a doctor (or medicae?), and hopefully I'll recover soon, otherwise I'll have to return to the clinic if I don't get better.

I blame Nurgle. See, Games Workshop? You should have nerfed the Death Guard during the latest balance dataslate. Now they're dominating not just tournaments but real life as well.

Jokes aside, here are some rumors regarding the new Imperial Knight codex. I wanted to write this sooner, but I was too sick the last few days, so I'm only able to write now that I've recovered slightly.


So our Army Rule has changed, and we no longer have that Honored thing where we achieve them to get 2 extra CP and get bonuses (like a 5++++ Feel No Pain). Instead, we have two bonuses now. We have our 6+++ Feel No Pain built into our army (oooh! Nice!), and each time we shoot or fight, we may reroll a single hit roll, would roll or damage roll. Only one.

Armigers are apparently now Toughness 9, no longer Toughness 10. Fortunately, Questoris Knights are still Toughness 12 and Dominus are still Toughness 13. Phew. Armigers also stayed the same cost, but Titanic Knight have 10-20% decrease in points. Oh, and while Armigers retain their 5++ invulnerable saves against shooting, Titanic Knights now have a 4++ invulnerable save. However, we lose the Rotate Ion Shields Stratagem. However, given the release of the Chaos Knights codex and how all their Despoiler and Tyrant class Knights went down in Toughness (11 and 12 respectively) and retain a 5++ invulnerable save, I highly doubt it.

Bondsman abilities are reworked. Titanic Knights still buff your Armigers like now, where you choose one Armiger within range of your Titanic Knight during the Command phase, but this time, the buff lasts forever until you replace it with a new buff. The Titanic Knight will only receive his own blessing whenever he activates the bondsman buff each turn. No wonder they go down in points.


Knight Defender, unsurprisingly, has a shield generator instead of a carapace weapon and his aura ability reduces the AP of attacks by 1 against Imperial Knight models within 9" of him. His bondsman ability increases the Toughness of Armigers by 1, bringing them back to their old Toughness 10. His own blessing, which lasts until your next Command Phase, subtracts 1 from the damage of enemy attacks to a minimum of 1.

His plasma executor is 36" D3+3 shots, Strength 8 AP -2 Damage 2, up to Strength 9 AP -3 Damage 3 if you supercharge (gets hazardous). The conversion beam obliterator is 36" 3 shots Strength 14 AP -2 Damage 4 with Sustained Hits D3 if you fire it at a target more than 18" away.

We seem to have at least 4 Detachments.

Defenders of the Realm ensures our Deployment Zone is Protected Ground, and No Man's Land becomes Protected Ground if we control the majority of objectives. Grants +1 to hit while model is in Protected Ground, and +1 to hit and +1 to wound if in Protected Ground and on an objective. Nice. We also get an Enhancement for Sticky Objectives.

Omnissian Conclave gives us 1 of 6 blessings to choose from, or 2 random ones if we choose to roll 2D6 to decide them (I assume we reroll duplicates). We either get +1 to hit in melee, +1 attack on Strike profile and +3 attack on Sweep profile, +1 Strength on ranged weapons, +1 BS if model remains stationary, +1" movement, or +1" to charge rolls. We get a Stratagem that gives a single Knight an additional Blessing of our choice for 1 turn, but Armigers take D3 mortal wounds if we choose them. It costs 1 Command Point.

Freeblade Crusaders allow Imperial Knights to ignore modifiers to their characteristics when we're damaged, basically allowing us to ignore Bracket. Even better, if our Knights are more than 6" away from each other, they get 5+++ Feel No Pain. Hmm...

Adamantium Hunt allows us to set up reinforcements during the 1st, 2nd and 3rd turns, ignoring mission rules. This combos with an Enhancement that gives a Knight Deep Strike and a Stratagem that allows him to arrive within 6" of an enemy. Knights may also arrive using the Strategic Reserves as if the battle round is one higher than the current one.

How true are these? Nobody knows. Remember, everyone. Rumors are lies until Games Workshop confirms it on their official websites. Take these with giant pinches of salt. Just thought I would share this to increase the hype, but I can't guarantee their authenticity.

Thursday, May 29, 2025

Horus Heresy Rumors


Please take note these are just rumors and there's no confirmation that they are true or real. I just compiled a bunch of rumors from Reddit, Discord and various websites (Wargamer, etc.). As you know, Reddit isn't the most reliable source.

From what I can tell, and this is also from Wargamer, though the changes seem significant, it's mostly a rearrangement of existing mechanics, e.g. Brutal being moved to Damage, initiative modifiers folding in Reach, Unwieldy, Cumbersome, etc., attack modifiers for specialist weapons. I agree with Timothy, it's refactoring, not rewriting.


The Leadership, Cool, Intelligence and Willpower might seem complicated, but they aren't. You won't always have to use them, they'll usually come in very specific situations, for example, Cool for Morale and checking if they're Routed, Intelligence for Battlesmith rolls, and Willpower for psychic checks. This is to take into effect stuff like Fearless and Stubborn. So your Tech-thralls will have a Cool stat of 12, but 4 for everything, meaning they can't do psychic stuff or Battlesmith stuff well (obviously), but are effectively Fearless. Automata and Dreadnoughts will be similar in that their Cool stat will also be around 12 or so to indicate they are Fearless, but Contemptor-Osiron Dreadnoughts, for example, won't be auto-passing psychic tests because their Willpower is different from Cool. Same for Castellax-Achea battle-automata and their Force (or Achean Force) weapons.


Vehicles are keeping Armor Values and facings. No change in that, or they would have announced it in the livestream. In fact, that's where the cheeky "Dreadnoughts are going back to AV" jibe for the Horus Hearsay website is from, because they never intended to transform vehicles into monsters with high Toughness and wounds. However, damage will affect how you attack vehicles (which is still through Armor Penetration rolls), so hull points will be inflated to compensate. They're happy with how vehicles are handled, and like the "cinematic" moments created by the Vehicle Damage Table (explosions, etc.), and intend to keep it. Super-heavy are still immune to vehicle damage table effects, though. Walkers, aside from Super-heavy Knights, are being grouped under a single type, to streamline them, as opposed to "automata" and "dreadnought" and "armiger" and "sentinel" as they are now.

The three-year cycle that's going around? Apparently (according to an "insider," anyway), it's not true. It just so happens that playtesters thought there were far too many issues with 2.0 - the Contemptor Dreadnoughts and Heavy Support Squads (plus Reactions) being examples - and so they decided to push it out sooner than they'd otherwise like. There are no guarantees, but if there are no major issues with 3.0, there's no reason why the edition would be around for 5 years or longer. Of course, this is subject to change, because shareholders, new issues with the new rules, etc. But even if they release a new boxset in say, 3 years, it might still be compatible with the current rules if they're happy with them.

Legion Traits have been revisisted and adjusted. This is from Discord. Which server or group, I shall not say. Don't ask, I'll take it to the grave with me.


Dark Angels: Keep the Hexagrammation. Stormwing's +1 to hit bonus now includes heavy bolters in addition to boltguns, bolt pistols and combi-bolters. Deathwing is now +1 to hit in melee against opponents with the same WS (any weapons, not just swords), and vehicles keep their +1 Strength for Rams. Dreadwing, Ironwing and Firewing are the same. Ravenwing is now +1" for non-vehicles when they run, and Jump Packs and Cavalry now gain the Shrouded (5+) rule if moving over 12" until the start of your next turn.


Emperor's Children: No change. Something to do with you guys having a new codex in 40K...okay, just joking.


Iron Warriors: Their +1 Strength against Dreadnoughts, Automata and Vehicles are now only against Dreadnoughts and Automata with ranged attacks, good riddance (I'm biased because I play Knights). Now they reroll results of 1 on the damage table when attacking vehicles in both shooting and melee (hey, maybe that's worse for my Knights?), and gain Wrecker when attacking Buildings in both shooting and melee. This seems odd because it says nothing about Armigers and Sentinels, so I assume they mean Walkers in general.


White Scars: Infantry can now Run and Snap Fire and Charge. Infantry that can't Run because they're Heavy or something, vehicles, cavalry, automata (dreadnoughts?) or Primarchs get +1 WS on the turn they charge. Vehicles gain +1 Strength for Rams to a maximum of 10. Basically, White Scars are now Space Wolves.


Space Wolves: So what do they get now that White Scars took their Legion Trait? They get +1 WS for their hit rolls during the assault phase, while Dreadnoughts and Primarchs only gain this for the first round of combat.


Imperial Fists: Remember how everyone is complaining Imperial Fists are too strong? So now we no longer get +1 to hit for bolt and auto weapons. Instead, now all non-cavalry and non-Artillery units ignore movement modifiers as long as they don't Run, deploy via Deep Strike, disembark or activate jump packs. Models also count as stationary for the purposes of shooting as long as they didn't make those alternative movements (Run, jump packs, disembark, etc.). So basically they took over Death Guard's Legion Trait.


Night Lords: When attacking or shooting a unit composed of infantry, jump infantry or cavalry that is outnumbered, pinned or falling back, improve wound rolls by 1. No longer affects vehicles. Yay! Bulky models count as the number of models equal to their bulky value.


Blood Angels: no change. You guys were already perfect.


Iron Hands: They now simply get a 5+ Feel No Pain from their bionics instead of Strength reduction, which can stack with other Feel No Pains (Apothecary). If the unit has an Apothecary or Primus Medicae, it gains Battle Hardened. Apparently, vehicles lose their It Will Not Die (6+)? Not clear on that.


World Eaters: They keep their +1 Attack on the charge and universal chainaxes. Now any units composed of infantry, cavalry or jump infantry (excluding legion unique special units) can choose to become Berserkers, which gives them Stubborn, +1 attack at all times, 6+ Feel No Pain that can stack to a max of 4+, but they cannot hold objectives and count as destroyed at the end of the game if below half Strength.


Ultramarines: Mostly the same, except that you have to successfully hit the target with your friendly unit now, and not simply target them. But Ultramarines never miss, right? ...right?



Death Guard: What do they get now that the Imperial Fists stole their Legion Trait? Now Death Guard can never be wounded by Poison weapons on better than 6+ or Phosphex on better than 4+, and they even gain a 4+ damage mitigation role against such weapons. All of those Militia players cheesing with Armory of Dark Night Grenadiers wielding needlers, you just got hard countered. Good thing my dudes have volkite instead (and I'm not that bothered by Dreadwing's Strength Reduction). Oh, they're also immune to Rad Grenades too (the -1 Toughness aura) and can reroll failed pinning checks for infantry. Okay, Death Guard players, tell me honestly, is this...bad? Seems very situational. How many people actually use poison, phosphex and rad grenades?


Thousand Sons: My legion. We keep our minor arcana. Raptora got buffed to a 5+ invulnerable save to a max of 3+ now. Hell, yeah! Pyrae is now Furious Charge (2) instead of Hammer of Wrath (2), which is awesome. My Despoiler squads just got much better. Pavoni is the same, +3" movement and ignore Difficult Terrain penalties. Corvidae is much better now, allowing us to reroll all failed to-hit rolls. I'm assuming everyone's gonna choose this for their Heavy Support Squads now. Athanaen is the same.


Sons of Horus: Attacks targeting Sons of Horus non-vehicle units now get a -1 Strength penalty in the turn they charged or were charged, but only for units who were not already engaged in close combat (so you can't claim the penalty if your opponent charges your engaged Justinerean Terminators in the following turn). Vehicles inflict additional 3 hits on ramming attacks against non-vehicles.


Word Bearers: Units will never go below 6 for Leadership, and you count as winning combat resolution by 1 if you draw. Wait, you cry. That's the same, and Word Bearers still suck! Well, guess what, now you also are immune to the effects of Mhara Gal (that Dreadnought that gives you -1 Toughness if you're Corrupted or a Psyker or a Daemon), and do not suffer negative morale modifiers for fear against daemons or from wargear, like Night Lords' trophies. I guess they really want this Leadership and morale thing to work for Word Bearers, huh?


Salamanders: All units are now immune to Gets Hot! from plasma weapons. 7th Edition Adeptus Mechanicus War Convocation returns, but now for Legiones Astartes, baby! Units get Battle Hardened (1) against Flame, Melta, Plasma, Las or Volkite weapons, and vehicles and units with multiple wounds (think Terminators) gain a 5+ invulnerable save, or if they already have it, improve it to a maximum of 3+. That's...incredible, isn't it? If you're playing armored columns or tank-heavy, who wouldn't want to be Salamanders now?


Raven Guard: Non-jump pack and non-Terminator infantry gain Infiltrate and Shrouded (6+) as long as the enemy is more than 8" away. Dreadnoughts, jump-pack infantry and Terminators and Heavy infantry re-roll hit rolls of 1s after a successful Charge (I assume only that turn). Cavalry and Fast/Flyer vehicles get Shrouded (5+) if moving over 12" until the start of your next turn.


Alpha Legion: Lies and Obfuscation! Sorry, I mean, no change. That's not a lie, I swear to the Emperor. Really!

Please, please, please, take these rumors with massive amounts of salt. There's a huge possibility they're not true. I just grabbed them off Discord. Actually, not just the Legion Traits, but everything on here, aside from the Wargamer one written by Timothy. Do not assume that any of this is true and start whining on Reddit and bashing Games Workshop or the balance team for their "incompetence" - please wait until everything's been confirmed before you start bringing out pitchforks and torches. These are rumors, and not facts. As Valrak always says, rumors are lies until Games Workshop confirms them officially. So please, I'm putting my faith in you guys to not have overreactions and meltdowns on Reddit, social media or elsewhere. Okay? We're all adults here, let's behave accordingly.

Saturday, May 24, 2025

Saturnine Box!

I caught the stream last night, but unfortunately, I am sick, so I couldn't get this article published. Wanted to write it earlier, but I was sleeping the day away because, y'know. Blame Nurgle. Still running a fever and I can't stop coughing, but nothing is going to stop me from fighting for the Emperor.

Jokes aside, if you caught the stream last night like I did (I basically slept until 2am, woke up around 2am and watched it until 3am+ before returning to sleep...ugh, I don't feel so good), you'll know that the new edition of the Horus Heresy: Age of Darkness has been announced We even have a new cinematic trailer!


Constantin Valdor, Jenetia Krole (the Sister of Silence Knight Commander) and Malcador show up in the trailer. As do Salamanders and Iron Warriors.


The box itself has 40 MKII Crusade Armor Astarte Legionnaries, twenty or so disintegration rifles and heavy disintegrators, 6 Saturnine Terminators, a Saturnine Siege Dreadnought, an Araknae quad accelerator platform, a MKII armor Centurion, a Saturnine Preator, the rulebook, dice, tactical objectives and markers, blast templates, etc.

Saturnine armor has now been retconned to describe these massive pauldron guys, the first Terminator dude who showed up in Rogue Trader. Unlike most of the arms and armor, Saturnine wasn't created by the Mechanicum of Mars, but the tech-enclaves of Saturn. They first saw use during the Unification Wars on Terra and the initial conquest of the Great Crusade, but Vulkan perfected the technology decades ago and diseminated it among the Legions.


This included the Saturnine Siege Dreadnought.


Plastic Fellblade has been announced.


Plastic Tarantula sentry guns are coming, and they have new volkite and melta versions to accompany the currently existing heavy bolter and lascannon ones.


Please tell me Solar Auxilia has access to the volkite version too...



New Rapiers are coming too. You can choose between graviton gun, laser destroyers, quad launchers and quad heavy bolters.


They come with new crew too, all equipped with scanners and controls.

The new MKII Crusade armor also comes with assault versions!


And of course, the long-awaited and much asked for plastic Breachers! AT LAST!


More volkite. Uh, a Character? Veteran?


However, it's not just the Legiones Astartes. Other factions are getting new models too! For example, the Mechanicum!


I'm hoping this is the Pilgrym Skitarii that we saw in The Martian Civil War. Bionic legs and photonic rifles, maybe? That would be awesome! We finally have Skitarii in the Horus Heresy! At last! If they are a thing, I'm definitely getting a squad or two! WOOHOO!


Legio Custodes are also getting more stuff. Plastic stuff, I assume. Their Heresy range needs to move from resin to plastic soon.

What about rules?

Apparently, from what I can tell, though there are a lot of changes, it's mostly the same. So we're still keeping vehicle armor values and faces, blast templates, etc. What changed is the addition of a damage characteristic, so our meltas and lascannons don't do only a single wound to Dreadnoughts now. That should fix the excessive durability of Contemptor Dreadnoughts that make them such a pain to deal with in the previous edition. Hopefully, they remove Breaching and all that nonsense from plasma weapons, and scale the AP of ordnance weapons back to AP3 and AP2. They overcorrected in the previous edition to make Marines more resilient, but it just made tanks and Knights (such as the Paladin's rapid-fire battle cannon, or Warden/Castigator's gatling cannons) seem...well, underpowered.


The values and stuff might look different but it's actually more, uh, streamlined? So instead of Reach or Unwieldy or Cumbersome, you have Initiative Modifier, and AM tells you how many attacks you need to make. Strength Modifier too. So cool. I think they're streamlining the special rules. Simplified, but not simple. The only real addition, I feel, is the Damage characteristic. I don't think it has any effect on vehicles, though. I suspect we'll still be keeping the vehicle damage table.


We also have tactical statuses, but for the most part, these are just maded more obvious. So routed is basically broken, and we already have pinned. Now, we just put the tactical status markers next to the unit to make it more obvious. Cool, I guess. I think we also have suppressive fire, so suppressed might be from there, and stunned appears to be a new concussive.


We also have new stats to represent other stuff, so in addition to Leadership, we have Cool, Willpower and Intelligence. I assume Battlesmith rolls are now Intelligence, whereas we no longer have Adamantium Will, we use Willpower to resist psychic attacks. Interesting. Oh, and Cool would be Morale, instead of using Leadership, whereas Leadership will be for Orders.


Challenges between Characters have new rules, for more flavor, apparently. Not sure how I feel about this. My Solar Auxilia Lord Marshal and Mechanicum Archmagos Prime will not be challenging an Astartes Praetor, for example, and my Knight Warlord will be stomping them to death.

Speaking of which...


You've got to be kidding me. Now I have to buy all of these books again? They aren't cheap, and they're only valid for three years before the next edition comes out? That makes me hesitant on buying the Liber Astartes or Hereticus, for example. I might just get the Questoris, Auxilia and Mechanicum because these are my main armies, and I don't have incentive or the cash for the others...ugh.

Anyway, aside from this, everything else looks good. I need to go rest now, feeling pretty sick.