News: New FaQs up

New FaQs are up.

Techmarines didn’t fair well.

Q: Can a model with the ability to repair Hull Points or
Immobilised/Weapon Destroyed results from the Vehicle Damage
Table use this ability on Zooming Flyers? (p80)
A: No.

Q: Can models from an Allied Detachment that have the ability to
repair Hull Points or Immobilised/Weapon Destroyed results from
the Vehicle Damage Table use this ability on Allied vehicles? (p112)
A: No.

Tyranids only got one change

Page 54 – Mycetic Spore, Transport Spore.
Change the second paragraph to read “A Mycetic Spore can
carry a single unit of up to 20 infantry models or a single
monstrous creature within its armoured shell. Once a Mycetic
Spore has landed, all creatures within must immediately deploy
– place the unit such that every model is wholly within 6″ of the
Mycetic Spore. If any models cannot be deployed because of
impassable terrain or enemy models within 1″, those models
are destroyed. A unit that Deep Strikes via a Mycetic Spore
cannot move or assault in the same turn it arrives but may
shoot or run.

As did Eldar

Q: The Farseer Psychic Powers rules state that they do not require the
Eldar Psyker to have line of sight to the target. Does this mean that they
can be used by an Eldar psyker embarked on a Transport? (p28)
A: No.

tippy tappy gamesworkshop.com to check them out.

Ben

 

40K rules: What Psychic powers can my army use?

It seems unbelievable that this information isn’t contained within the rule book, but this information is only found in White Dwarf 391 (which is now out of print) and the in the Psychic powers cards. Below is a table showing which physic powers can be used by each army.

Blood Angels – Biomancy, Divination, Telepathy and Telekinesis

Chaos Deamons – None

Chaos Space Marines – Pyromancy, Telekinesis, or Telepathy

Dark Angels – Divination, Pyromancy, Telepathy, or Telekinesis

Dark Eldar – None

Eldar – Divination or Telepathy

Grey Knights – Divination, Pyromancy, or Telekinesis.

Imperial Guard – Biomancy, Pyromancy, Telepathy, and Telekinesis

Necrons – None

Orks – None

Space Marines –  Biomancy, Pyromancy, Telepathy, or Telekinesis

Space Wolves –  Biomancy, Divination  or Telekinesis

Tyranids – Biomancy, Telekinesis or Telepathy

 

Source White Dwarf 391

2013 January White Dwarf Review

New White Dwarf: I finally got my hands on the new White Dwarf yesterday. I must say on the whole, I wasn’t disappointed. It’s not like the last couple of months have been, back up to almost 150 pages. I am only interested in 40k, so tends to be biased towards 40k heavy issues, which this was. I enjoyed a copy of the old Necron codex in place of my White Dwarf last month given how much Hobbit there was in it. Did you know they used to put guides on how to make terrain for you army in the codexes? Anyway back to the topic.

First off, I’m going to get the free poster out of the way. It has pictures of all the Hobbit models on one side and all the Lord of the Rings models on the other. Now I’m not mad about the Hobbit but even if it was a big picture of 40k miniatures, I can see them the Games Workshop website, so I would still feel like it’s a waste of paper, to me, at least it’s going straight in the recycling with all the other junk mail. I suspect someone wants me to stick it up on my wall, so can look at it all day I wish I had them. I think someone should be paying me to do that so I’m crying shenanigans! If I was a younger boy I might be thrilled at the prospect. I think the best thing they could for the more mature audience would be to have some art work on one side. I loved the Heresy poster in the October White Dwarf Ok, so that’s the worst part of the issue covered.
There are pages and pages of Dark Angels pictures. including the obligatory four page fold out. They look fantastic, although you may have seen most of them already. I almost completely missed the battle report as it blended in to these pictures.
The battle report I haven’t been able to read yet, but it looks just as good as the one in October White  Dwaf. There is even a full width picture of the table. I think this would be a much better place for the 4 page fold out to be used. I struggle to follow the layout of the table in these new batter reports. I do miss the old drawings they had back in issue 1xx, oh dear I’ve turned into a rambling old man again.
Surprisingly the editor does the write up on codex Dark Angels, He’s very passionate about the new Dark Angels and given some hints on Dark Angels carrying guilt about the fact they kill so many people, but nothing on any background changes etc. You’ll going to have to buy the codex if you want to know about that. There was no interview with the author or the sculptors. However hidden in the Design Studio section on page 140 is a small write up from both.
Jervis revisits a topic he wrote on about 18 months ago in  Standard Bearer, painting. As always it was well written and I enjoyed reading it. It can be summed up in “Someone wrote to me about how they find painting difficult”. “all that matters is you do you best and keep trying.”. As good as it was it would be nice to read something new from the Farther of the Design Studio.
Jeremy Vertock wrote about playing at home and away. I’m not a big fan on Jeremy’s articles. One old man writing about their peals of wisdom is enough for me. I’d have found it much more interesting if he was writing about creating Codex Dark Angels. Admittedly I didn’t make it to the end of the column, so it may have contained the most profound revelation in White Dwarf ever and my life is less complete for missing it; ok, I’ll have to have give it another check.
I really loved the feature on the Editor’s Tyranid Army. There was lots of interesting old models in there and they even gave a painting guide in case you wanted to copy his colour scheme. I can’t help but feel there is a Tyranid release coming. This little collectors army articles are much more interesting to me than the new releases. These are what inspire me seeing what other people have managed to achive, not what the best painters on earth have done with an unlimited budget.
There are a few other gems in at the back of the issue, which is becoming my favourite part of the new format White Dwarf. Including a Dark Angels Painting guide: At last we learn how the studio paints their Dark Angels. They make it look oh so easy and I’m itching to give it a try, not quite enough to de-sprue my limited edition Dark Vengeance box set though. There also a great kit bash on making an Imperial Prescient, the only problem being £100 or so you would have to spend on kits to make it.
In summary I’m not a Dark Angels collector but I’m still going to giving this issue a resounding 9/10. It would have been a 10 if it wasn’t for the forest that got cut down to make all those posters. It’s still well worth the £5.50 in my eye’s. I just feel a bit sorry for the Warhammer collectors who got four pages of dwarfs and not other reason to buy this issue.
End, almost.
I am going to sit fairly happy after the spoof review of this month white Dwarf, which I wrote before anything of it had leaked onto the internet. If you didn’t get a chance to read it or just want to check how much I got wrong! you can find it here. http://chaptermasters.com/spoof-review-january-white-dwarf-370/
Ben

Codex Dark Angels What are the new rules?

 Dark Angels codex have started to arrive in France. More information is spilling out through the forums.

Global rules

Inner Circle – this works like the chaos unit upgrade. It may not be available to every unit but provides  hated against Chaos Space Marines and  courage, yes I need to go look that one up, but that would be the French translation for Fearless.

Warlord traits – Dark Angels like Chaos have their own Warlord trait table. One gives a choice of plus or minus one on the reserve roll, one provides fearless and another provides a further +1D6 movement bonus to turbo boosting bikes or re-roll of run moves.

Tactical squads and now Scouts are the standard troops choices.

Dark Angels can take Terminators as troops but this is a bonus for taking Belial Grand Master of the Deathwing.

Standard Bike Squads can  be taken as Troops if Sammael Grand Master of the Ravenwing

Both Terminators and and Bike squads can both be taken as Troops if Azral Supremene Grand Master is chosen.

Everything get some sort of stubborn rule.

deathwing assault means you decide in secret which units come in turn one or turn two. no need to roll for reserves and its not just half your dwing but any amount

deathwing assault means you decide in secret which units come in turn one or turn two. no need to roll for reserves and its not just half your dwing but any amount

 

HQs

Azrael gives a 4+ invulnerable save to his squad. He has a Stength 6 AP3 power weapon. He is also an eternal warrior.

Ezeke has mastery level 3. He get mindworm and can roll on any table apart from biomancy. Mindworm is d3 s4 ap2 focused witchfire and -3ws/bs/i per wound taken

Asmodai can make a single instant death attack in close combat but can’t use his power weapon when he does this.

Interigator Chaplains have take Terminator Armour,  have the inner circle rule (fearless)  preferred enemy against Chaos Marines. They can also take relics and have slightly better  stats (+1 W, I, A, BS). Standard Chaplains can’t have any of the above.

Command squads are five (or 3 on bikes) man units but have to have the same armour as the HQ they are taken for. Every HQ can have a command squad.

Command Squads on bike can have are twin linked rapid fire plasma guns and grenade launchers . knights can take one for one of every three bikes. Can also take rad grenades s3 ap- but the units hit at minus one toughness for the turn it uses it. stasis grenades give shrouded etc for the turn.

Techmarines are not a HQ slot. They are unlocked by taken HQ choices.

 

Elites

Deathwing Knights can add +1 To their Toughness if they get into base to base contact. The Deathwing Knights champion has a close combat weapon 2Strenth AP3 but can’t exchange this.

Black Knights get  Skilled Rider

Terminator squads – 5 to 10 men in a unit with 1 heavy weapon per 5. Get the split fire rule. Deathwing have inner circle which makes them fearless

 

Troops

Scouts are troops but don’t get teleporter homers.

 

Fast Attack

Ravenwing get grim resolve Stubborn and can’t choose to fail a morale check

Ram Ravenwing has a Rift Cannon: Strength 5, AP-, blast, blindness.

Land Speeder Shroud get +2 on it’s cover save and gives Stealth to all friendly units within 6″

Land Speeder Vengeance has a heavy 3 plasma gun with no blast or a charge shot which is heavy 1 large blast

Nephilim  has – Avenger Mega Bolter: Strength 6, AP4, heavy 5! Missiles are Strength 6, AP4 can be upgraded to flack and it gets Unrelenting Hunter, exchanging weaponry destroyed or immobilized results?

 

Heavy support

Landraiders come with a venerable ability called Deathwing Vehicle.

Devistators squads are cheaper.

 

Why do Dark Angels have so many Plasma guns?

 Dark Angels codex have started to arrive in France. The question one the top of everyones list is of course why do they have so many Plasma  Guns, when they are so unreliable? First of lets look at what other rules are alleged to be in Codex Dark Angels.

Global rules

Inner Circle – this works like the chaos unit upgrade. It may not be available to every unit but provides  hated against Chaos Space Marines and  courage, yes I need to go look that one up, but that would be the French translation for Fearless.

Warlord traits – Dark Angels like Chaos have their own Warlord trait table. One gives a choice of plus or minus one on the reserve roll, one provides fearless and another provides a further +1D6 movement bonus to turbo boosting bikes or re-roll of run moves.

Tactical squads and now Scouts are the standard troops choices.

Dark Angels can take Terminators as troops but this is a bonus for taking Belial Grand Master of the Deathwing.

Standard Bike Squads can  be taken as Troops if Sammael Grand Master of the Ravenwing

Both Terminators and and Bike squads can both be taken as Troops if Azral Supremene Grand Master is chosen.

Everything get some sort of stubborn rule.

 

HQs

Azrael gives a 4+ invulnerable save to his squad. He has a Stength 6 AP3 power weapon. He is also an eternal warrior.

Ezeke has mastery level 3. He get mindworm and can roll on any table apart from biomancy

Asmodai can make a single instant death attack in close combat but can’t use his power weapon when he does this.

Command squads are five (or 3 on bikes) man units but have to have the same armour as the HQ they are taken for. Every HQ can have a command squad.

Techmarines are not a HQ slot. They are unlocked by taken HQ choices.

 

Elites

Deathwing Knights can add +1 To their Toughness if they get into base to base contact. The Deathwing Knights champion has a close combat weapon 2Strenth AP3 but can’t exchange this.

Black Knights get  Skilled Rider

Terminator squads – 5 to 10 men in a unit with 1 heavy weapon per 5. Get the split fire rule.

 

Troops

Scouts are troops but don’t get teleporter homers.

 

Fast Attack

Ram Ravenwing has a Rift Cannon: Strength 5, AP-, blast, blindness.

Land Speeder Shroud get +2 on it’s cover save and gives Stealth to all friendly units within 6″

Nephilim  has – Avenger Mega Bolter: Strength 6, AP4, heavy 5! Missiles are Strength 6, AP4 can be upgraded to flack and it gets Unrelenting Hunter, exchanging weaponry destroyed or immobilized results?

 

Heavy support

Landraiders come with a venerable ability called Deathwing Vehicle.

Devistators squads are cheaper.

 

Oh and why so many Plasma Weapons? Dark Angels didn’t suffer as much lose as other Chapters during the heresy. As a result they have access to more old wargear than other chapters, such as enough Terminator Armour suits for a whole company. It’s not their fault the plasma weapons rules are so over the top for unreliability, it’s not in keeping with the back ground. They should just take a turn to recharge.