White dwarf leak(CSM/Grey Knights)
Hello everyone !!
Image from the WD
(no idea of the source they are floating on FB will check later)
Intercessor : Pre order 5 released 12 : 45€ (for 10 marines) 3 types of bolt.
Hellblaster: Pre order 5 released 12 : 45€ (for 10 marines) 3 types of plasma.
(this two kit are loaded with options)
Inceptor : Pre order 12 released 19 40€ (3 models)
Grand master Voldus : Pre order 5 released 12, 25€
Chaos Marines Codex, 168 pages: Pre order 5th, released 12th: 32.50€
Grey Knights Codex, 104 pages : Pre order 5th, released 12th: 22.50€
Kromlech flying bike !
Hello again everyone !!
New release by Kromlech : Legionary Saber Jetbike: Falcon Squadron
This set contains three Legionary Saber Jetbikes.
This set is 10% cheaper than separate models x3
[here is the Legionary Saber Jetbike as single model: https://bitsofwar.com/home/660-legionary-saber-jetbike.html]
Inside each set you will parts to build 3 bikes with drivers and a selection of weapon systems to choose from: twin thunder gun, heavy thunder gun, magma cannon, plasma cannon and heavy heat-ray. Three 60mm round resin base and six Kromlech flying pegs included.
Really good looking bike !!
53€99 (and worth 2.5€ voucher) for 3 bikes with multiple weapons options !
Fluff leak from SM codex
Hello everyone !!
Some fluff from the new dex by caius tadius on B&C :
I managed to get a glimpse at the fluff section from 8th Edition and here's what I managed to glean from it. Apologies if the info is fragmentary.
-The 2nd Company is now commanded by Captain Acheron since Cato Sicarius was sent away to be part of Guilliman's Victrix Guard. Captain Sicarius was lost in the warp at the start of the Indomitus Crusade. (He does return in Dark Imperium which is set afterwards, but he still remains with the Victrix Guard).
-The other Company Captains have all nearly not really changed and are very much alive. Captain Fabian is still commanding the 3rd, Ventris the 4th, Galenus the 5th and Numitor the 8th
-After the Plague Wars ended with Mortarion escaping, Guilliman spent some time in Ultramar leading the reconstruction, fortification and rebuilding efforts before having to leave again for other parts of the Imperium.
-The Ultramarines then go on something called the "Vengeance Campaigns" where they leave Ultramar and attempt to take back demon worlds while also handling an Ork WAAAGH. They take back 3 of the 7 demon worlds but the fate of the rest of the planets are unknown.
-The White Scars are badly depleted by the renewed Chaos invasions due to the rift opening but the Indomitus Crusade shows up and delivers their Primaris reinforcements, saving the Chapter.
-They then launch a vengeful campaign against the Red Corsairs, attacking and boarding a major Space Station siezed by Huron Blackheart. The Chapter Master of the White Scars, Jubal Khan, and his honor guard fight their way to the heart of the structure when its plasma reactors blow, the strike force becomes trapped in the exploding structure. The fate of the WS Chapter Master and his honour guard are unknown.
-Seeking revenge for the attack on the Phalanx, the Imperial Fists launch an invasion of the Iron Warrior's newly fortified world of Ironhold (original). Aided by several Knight Houses, they win and defeat their arch-rivals, taking the planet for the Imperium.
-When the Great Rift opened, a horde of traitor forces began targeting Imperial Shrine Worlds for destruction, led by the Word Bearers. The Black Templars commit themselves to defending these holy places from the traitor marines and several crusades are launched to drive the traitors back. The BT take heavy losses but hold the line against the enemy.
-The Black Templars are called upon to put down a rebellion on a planet. As they fight they discover that the enemy is managing to put more soldiers on the field faster than they can kill them. Realizing the planet was damned as most of its population was turning against them, the BT are forced to exterminate the entire population to put an end to the threat.
-A Bloodthirster named Khar'kul leads his demonic forces into a Hive World, slaughtering anyone in his way. The Salamanders deploy in Chapter Strength and overcome this enemy with the use of massed Aggressor squads equipped with flamers.
-When the Great Rift opened, Medusa came under a massive attack by the forces of Chaos. However, the Iron Hands manage to hold the line and eventually the traitors retreat from the planet, leaving behind a battered Chapter.
-The Great Rift that engulfed most of the Space around them now receded, leaving behind planets tainted by Chaos. The Iron Hands launched a brutal "Scorched Earth Crusade" that cleanses these heavily populated worlds from the taint but leaves them in ruins.
-The Iron Hands discover a possible pathway through the Great Rift, back to the other side of the Imperium that is guarded by the forces of Chaos and several renegade warbands. They launch a massive attack on this site and defeat the traitors in battle but just as they are about to reach the pathway, the renegades detonate their charges and destroy the portals. (This is starting to be a recurring theme)
-They then join something known as the Stygian Crusade along other Imperial forces where they make great gains at first but are forced to retreat under relenting pressure.
Long video about the new dex
Hello again again !
Very long video by mini war gaming didn't watched all of it but it's quite ok !
Space marines codex promo video
Promo Video of the codex ! (Facebook video click on the image up there to launch it if you don't see the play arrow)
Tried to extract some screen.
I need to replace all my chaplain now ^^
Pre order are up on NZ
Hello everyone, Pro order are up on the NZ serv
Codex: Space Marines is a 208-page hardback containing a wealth of background and rules – the definitive book for all Space Marines collectors.
-Redemptor dread (look very cool with the 360°)
It comes with a choice of gatling cannon or plasma incinerator on the right arm, with a Redemptor fist and heavy flamer support weapon or gatling cannon on the left, 2 chest-mounted fragstorm grenade launchers or storm bolters and a carapace-mounted Icarus rocket pod for aerial denial.
-Reavers box of 10 (Box content is just crazy !)
The models can be assembled as either a 10-man squad, a squad of 9 Reivers with a Sergeant or 2 separate 5-man squads, each with a Sergeant of their own. Each has an impressive selection of weapon options; 10 heavy bolt pistols, 12 bolt carbines and 14 combat knives are included, with the loadout options being carbine, pistol and carbine or pistol and combat knife. 2 of the sets of arms for combat knives feature a communications array on the vambrace, designed for the Sergeants. The bolt carbines each feature foregrips and curved mags for that tactical look, and 2 of them are modelled in the middle of reloading. Each model can also take a grapnel launcher – 10 are included in holsters, with a further 4 to be held in the right hand.
Each model can also feature grav-chutes – 20 fins are included, 10 for each side of the Reivers’ backpacks. They have plenty of helmet options, too – 10 helmets featuring their unique skull design, 10 with the top removed and the lower half remaining and 4 Sergeant-specific bare heads. Each chest plate is decorated with a skull and crossed dagger motif.
The Primaris Reivers come as 228 components, and are supplied with 10 Citadel 32mm Round bases and a transfer sheet.
-Agressors box of 3. (everyone favorite ^^)
You have the option of assembling 3 Aggressors or 2 Aggressors and a Sergeant; a host of options are available either way. There are 6 heads for the standard Aggressors, with respirators on the mask of those using flamestorm gauntlets, and 2 more specific heads for the Sergeant. The flamestorm-wielding Aggressors have their own shoulder pads, featuring larger blast shielding to protect them from the immense operating temperatures of their weapons. Also included are reliquaries and purity seals, with special examples for Sergeants featuring extra skulls.
The Primaris Aggressors come as 107 components, and are supplied with 3 Citadel 40mm Round bases.
Codex Space Marines
Howdy Guys and Girls :)
Review of the new Codex Space Marines by "A Tapletop Gamer's Diary":
Edit : From blood of kitten
Come with auto hellstorm gauntlets and fragstorm grenade launchers. Can replace both with flamestorm gauntlets. Hellstorm guantlets are assault 6 18″ range bolters. Fragstorm grenade launchers are assault D6 18″ bolters. The flamestorm gauntlets are assault 2d6 flamers. In melee both gauntlets are powerfists. A unit of 6 can be set into 2 combat squads of 3. They can fire all weapons twice if didn’t move on their turn (including overwatch). They also don’t suffer any penalty to their hit rolls for advancing and firing assault weapons.
Can replace bolt carbines with combat knives. Grav-chutes give normal deep strike. Grapnel launchers don’t count any vertical distances when determining how far they can move that turn. They can also go into reserve and arrive more then 9″ from the enemy and within 6″ of any table edge.
Comes with a heavy onslaught gatling cannon, heavy flamer, icarus rocket pod, 2 fragstorm grenade launchers and a redemptor fist. Can replace heavy flamer with onslaught gatling cannon, heavy onslaught gatling cannon with macro plasma incinerator and fragstorm grenade launchers with storm bolters.
Heavy Onslaught gatling cannon: Heavy 12, S5, -1 1 damage
Macro Plasma Incinerator: Heavy D6, S 8 (9), -4, 1 (2) damage. If supercharged, takes 1 mortal wound for each 1 to hit.
Icarus Rocket Pod: Heavy D3, 24″, S7, -1 1 damage. +1 to hit against flyers, -1 to hit against everything else.
Onslaught gatling cannon: 24″, Heavy 6 S5, -1, 1 damage
Redemptor fist is a dreadnought ccw that does D6 damage instead of 3
Went up by 2 power. Can combat squad into 2 3 man squads.
Plasma exterminator: 18″, assault d3 plasma guns.
Went down 4 power. Can take 5-10 and combat squad. All models can replace plasma incinerators with assault plasma incinerators or heavy plasma incinerators. Sergeant can swap bolt pistol for plasma pistol.
Assault Plasma Incinerators: 24″, assault 2 S6 (7), -4, 1 (2) damage. Supercharge kills as normal plasmagun
Heavy Plasma Incinerator: 36″, heavy 1, S8 (9), -4, 1 (2) damage, Supercharge kills as normal plasmagun.
Toughness looks like 8 or 9 (blurry), 16 wounds. 3+ save. Comes with a Heavy Onslaught Gatling Cannon, twin heavy bolter, inbuilt heavy stubber, 2 storm bolters, icarus heavy stubber, 2 krakstorm grenade launchers and auto launchers. (I’m guessing a bit on some of the names. Again, blurry). Can replace twin heavy bolters with twin lascannons, replace heavy onslaught gatling cannon with las-talon, inbuilt heavy stubber with onslaught gatling cannon, storm bolters with fragstorm grenade launchers, icarus heavy stubber with icarus rocket pod, storm bolter or fragstorm grenade launcher and auto launchers with 2 fragstorm grenade launchers. It can take an addition inbuilt heavy stubber.
Many weapons you can look up in the dreadnought entry
Icarus Heavy Stubber: 36″ heavy 3, S4, -1, 1 damage. +1 to hit flyers, -1 against everything else
Inbuilt Heavy Stubber is the same without the flyer bit
Krakstorm grenade launchers: 16″ assault 3 (I think) S6, -1 D3 damage
Las-talon: 24″ heavy 2, S9, -3, D6
Hover tank: distances and ranges are always measured from hull rather than base. Repulsor field: subtract 2″ from charge rolls made when charging a repulsor. Power of the Machine Spirit as normal. Auto launchers are basically smoke launchers. Can transport 10 primaris infantry. Gravis models count as 2. Cannot transport jump pack models.
First Wave of Random Rules
Relic Crusader Helm: Increases aura abilities by 3″
Stratagems are tied to Chapter Keywords
Relic Tome of Malcador: Additional Psychic Power
Reavers get Deep Strike & Outflank
Black Templar Warlord Trait: Heroic Intervention 6″
Linebreaker Stratagem: 1CP Vindicators pick a point within 24″. Every unit within 3″ takes 3D3 mortal wounds on a 4+ (3+ on 10 or more models; 5+ for character).
Kill Shot Stratagem: 1CP Predators +1 to wound and +1 damage vs Vehicles/Monsters.
Relic of the Chapter Stratagem: 1CP/3CP Spend 1 or 3 CP to get extra Relic or two extra relics cannot be duplicate and cannot be given to the same character.
Chapter Master Stratagem: 2CP Change a Captain in to a Chapter Master replace re-roll 1s to hit with Re-roll all misses to hit.
Scions of Gulliman Stratagem: 1CP pick one infantry or biker Ultramarine biker unit to re-roll to hits of 1 for the rest of phase. Tactical and Intercessor units can re-roll all to hit.
Orbital Bombardment Stratagem: 3CP Like Linebreaker Stratagem, but Warlord does not move or shoot and it hits units within D6 inches.
Cluster Mines Stratagem: 1CP Use when Scout Biker Falls Back select enemy unit 1″ away and it suffers D3 Mortal Wounds on 2+
Born in the Saddle Stratagem: 1CP White Scar Bike unit can shoot and charge after Advancing
Arbor the Witch Stratagem: 1CP See Below Image from Community Page.
Emphyic Channeling Stratagem: Used at start of Psychic phase Psyker can cast an additional spell if within in 6″ of two other same chapter psykers at +2 to casting.
Dataline Telemetry Stratagem: 1CP If a land speeder is within 12″ of a whirldwind’s target the whirlwind hits automatically
Hellfire Shells Stratagem: 1CP A heavy bolter can shoot once and if hits does D3 Mortal Wounds
Flamecraft Stratagem: 1CP Pick a Salamander unit +1 to wound with flamers
Strike from the Shadows Stratagem: 1CP A Ravenguard Infantry unit can deploy in reserves
Machine Empathy Stratagem: 1CP Iron Hands Vehicle can ignore heavy weapon penalty, or advancing with Assault
Bolter Drill Stratagem: 1CP Imperial Fist Infantry…
Masterful Marksmanship Stratagem: 1CP Use this Strategem when a Sternguard Veteran Squad is selected to attack in the Shooting Phase. Add 1 to all wound rolls made for that unit’s special issue Boltgun attacks in that phase.
Imperial fist and successor focus !
Hello everyone !
They finally completed their tease of all the chapter : HERE
Chapter Focus: Salamanders
hello everyone !!
It's Salamanders time to shine (or burn)
Master Artisans allows any Salamanders unit to re-roll a single failed hit roll and a single failed wound roll every time it shoots or fights –
Like the other Chapter Tactics, Master Artisans will benefit Dreadnoughts as well,
Salamanders Characters in particular are going to be some of the most powerful in the game, and it’s more than possible to have a Captain in Gravis Armour with Strength 5 and Toughness 6(!) through their unique warlord trait and relic.
The Salamanders’ unique Stratagem, Flamecraft, greatly boosts the power of flamer weapons of all shapes and sizes
while their unique character, Vulkan He’stan, offers further benefits to generals who want to bring the heat to the battlefields of the 41st Millennium.
the Aggressors. In a Salamanders army, you’ll want to equip yours with Flamestorm Gauntlets; these powerful weapons benefit hugely from Flamecraft in the shooting phase and gain deadly accuracy from Master Artisans in the combat phase.
A firebase of Aggressors surrounding Vulkan He’Stan is going to be nigh impregnable and is especially terrifying when you consider that these walking fortresses can fire twice if they remain still in the movement phase
Aggressor shoot twice if remain still in the movement phase ???
Or it's a Vulkan He'Stan special rules ?
Load of interesting combo !!
Chapter tactics for SM dex
Hello again !
So we got everyone now.
White scars and Raven are my favorite for now.
Successor chapter article :
Question : If if choose a White scars successors what relic/warlord trait can i use ? What about a successor kor sarro ?