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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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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, 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.

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