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====Codexes==== The new codexes reintroduced faction-specific Warlord Traits, Relics, and Stratagems, and updated the initially shoddy psychic disciplines. They also introduced the mechanic of "sub-faction" traits that grant extra abilities to groups within a faction (e.g. Space Marine Chapters) that allow for greater variance in play styles. **'''Adeptus Astartes: Space Marines:''' Adds 26 new Stratagems for Space Marines, including Chapter-specific ones. Crimson Fists will be getting their own Relic and WT, and later on ended up getting their own Chapter Tactic too. Rules for the existing Primaris units are expanded upon to give them more options, and rules for Reivers, Aggressors, Redemptor Dreadnoughts, and Repulsors have been added. Chapter Tactics have been added, and crunchwise they're solid with a focus on improving a given list overall rather than having the benefits focused exclusively on certain unit types as they have been in the past (e.g. while . White Scars are faster and can charge after falling back, Ultramarines get +1 to Leadership and can shoot after falling back (with -1 to BS), Raven Guard are harder to hit at long range, etc. Chapter-specific Stratagems compensate for the simplicity of Chapter Tactics this edition by acting as a way of selectively re-adding bonus rules and restrictions if a player chooses to spend CP to do so, with things like White Scars bikers being able to advance, shoot, and charge in the same turn, Iron Hands vehicles gaining an enhanced PotMS that also removes the penalties for advancing and shooting with assault weapons for vehicles, and Black Templars gaining an improved Deny the Witch on a 4+ (and don't worry, they still can't take psykers). Some people are still upset that the Chapter Tactics were not as flavorful as they had hoped, but most of the community is content with how the Codex was handled (and judging by the following releases, how most other Codexes will work from now on). ***'''Adeptus Astartes: Space Marines II''': Slated to expand the first Codex with overhauled Chapter Tactics, the ability to create custom tactics for Successor Chapters, new units and wargear options, a second psychic discipline, and Litanies of Faith to put the Chaplains on par with the buffs that their Dark Apostle counterparts got. ***'''Codex Supplements: Ultramarines and White Scars''': The Smurfs getting their own supplement is predictable; the same treatment being given to the White Scars on the other hand was unexpected. Either way, they both get extra relics, psychic power disciplines, and revised rules for their unique units and special characters. GW has suggested that they plan to make a supplement for all of the major Chapters featured in the Codex proper, which will likely receive the same treatment (this has already happened with the RavenGaurd and IronhHand codex been released). **'''Heretic Astartes: Chaos Space Marines''': CSMs get new Stratagems as well (including god and Legion-specific ones), as well as Legion Traits that function similarly to Chapter Tactics. A combination of the new Death to the False Emperor rule and several buffs to their overall melee ability have caused Chaos Space Marines to go from spiky Loyalists with fewer toys to melee powerhouses. Plague Marines also got a ton of new options, which in retrospect was a sign of what was to come in the Death Guard Codex. ***'''Heretic Astartes: Chaos Space Marines II''': Due to the metric fuckton of stuff slated to be added in the Vigilus Ablaze campaign supplement, a new version of the Chaos Space Marines Codex integrating the original with the new content as well as the Chapter Approved points changes has been announced. Likely to be the model for how armies will be updated from here on out, much like AoS and its Battletomes. **'''Adeptus Astartes: Grey Knights''': Compared to the other two Codexes above, the Grey Knights haven't gotten quite as many new toys (though they do get their own Stratagems as well as getting Brotherhood of Psykers back), but they remain effective against Daemons and their new Stratagems do a fair enough job of mitigating their weaknesses. Still, they're a far cry from the massive hunk of cheese they used to be back in Ward's day. **'''Heretic Astartes: Death Guard''': New Stratagems, relics, and warlord traits as well as contagion psychic discipline, Legion tactics are Disgustingly Resilient and Inexorable Advance (Infantry and Hellbrute units don't suffer accuracy penalty to moving and firing heavy weapons or advancing and firing assault weapons, while rapid fire weapons gain their extra shot at 2/3 range instead of half range). Almost all units gain Plague Weapon equipment options that grant re-roll of 1 to wound. The primarch Mortarion is a 24 power (470 point) flying Lord of War with 18 wounds as well as 4+ invul and Disgustingly Resilient saves, heavy melee damage, a pistol with 18" cone attack, grenades, as well as three psychic powers, explodes on a 4+ but not damaging Nurgle units, also has attendant Nurglings. More impressively has three auras one on a 4+ and decreasing to a 6+ with damage taken causes D3 mortal wounds to all enemy units within 7", the next allows Death Guard with Plague Weapons (read: virtually all of them) within 7" to reroll wound rolls of 1, the third reduces the toughness of all enemy within 7" by 1. A host more new models; Foul Blightspawn (equivalent of a Primaris lieutenant), Biologus Putrifier (similar), Deathshroud Terminators (bodyguard unit, make the transition from 30k), The Plague Surgeon (Apothecary), Blightlord Terminators, The Myphitic Blight-hauler (fast attack tank, Foul stench provides -1 to enemy melee hit rolls upon it in fight phase and Putrescent provides 7" cover save aura to allied units), Plagueburst Crawler (Mortar artillery tank, doesn't require line of sight). Other updates are to Typhus (new model, same stats with exception weapon damage upgraded from D3 to 3) and Foetid Bloat-Drone (New melee and heavy weapon equipment options). No options for Death Guard bike units however; true to their fluff, the emphasis is firmly on powerful footslogging units advancing slowly but steadily, shrugging off enemy fire, then destroying the opponent in close combat with strong melee, short range guns, damaging/debuffing auras and unit explosions. **'''Adeptus Mechanicus''': Folds Skitarii and Cult Mechanicus units into one faction. It introduces new Stratagems for the Ad Mech, warlord traits, and Forgeworld Dogmas (the Ad Mech equivalent of Chapter Tactics if you will) which grants special rules to all units that share a common Forgeworld. While bringing in the standard 8th codex rules and generally considered a very well balanced codex, it didn't really add depth to the faction or shake up the existing lists and playstyles. Most notably, their many 30k toys recieve no rules, ironically leaving the cog-boys with a rather limited toolbox. **'''Astra Militarum''': The Imperial Guard recieved the long-awaited royal treatment. Introduces Regimental Doctrines (IG equivalent of Chapter Tactics), Stratagems, Orders, Relics, and warlord traits for 8 Regiments (Cadia, Armageddon, Tallarn, Valhalla, Vostroya, Mordia, and the Militarum Tempestus), alongside tips for kitbashing other regiments like the Savlar Chem-Dogs. Conscripts took a nerf to their maximum squad size (down from 50 to 30) and their ability to receive orders, and the cost of plasma weapons increased for BS3 units (e.g. Scions and Veteran); in return, many underperforming vehicles, like the entire Leman Russ and Baneblade families, had improvements ranging from weapon buffs to point cost reductions. The return of regimental doctrines and orders provided a significant increase in firepower, however survivability remains unchanged (read: low). Generic Ogryn Bodyguards are now available as a unit, designed to be built using the Nork Neddog pieces from the Ogryn/Bullgryn squad kit. Gotta justify dat plastic somehow! Meanwhile Rough Riders have at last been dropped (for now... ), and several old favourite characters, including ones GW had teased since May, also failed to appear. **'''Eldar: Craftworlds''': Like most of the above, they got Craftworld Attributes as their Chapter Tactics counterpart as well as a bunch of price drops for many units considered overcosted (e.g. Falcons), as well as the usual complement of Stratagems, WTs, and Relics for the faction as a whole along with the main Craftworlds (Saim-Hann, Biel-Tan, Ulthwe, Alaitoc, and Iyanden). Current verdict is that while they're one of the stronger armies so far, they're nowhere near as ridiculously OP as they were in 7th edition. **'''Tyranids''': The community considers this to be a belated apology for 5th through 7th editions, with a return to 4th edition's superior customization options on top of the new Stratagems, Hive Fleet Adaptations, and so forth. A bunch of units such as the Carnifexes (themselves split into three types: the base customizable version as well as the classic Screamer-Killer and Thornback versions, which get improved rules to compensate for their comparatively fixed loadouts) get some much-needed buffs, and wargear that hasn't been seen since 4th edition makes a triumphant return, all while avoiding the pitfalls that 4th edition made. The gribblies have a degree of mobility that is unmatched by any of the current armies (with the right Stratagems and army build, they can easily get the equivalent of three movement phases ''in a single turn'') and are devastating in melee, but beyond a few datasheets they haven't gotten much else in the way of new units. **'''Adeptus Astartes: Blood Angels''': Confirmed to be getting access to Scout Bikes, Hunters, Stalkers, Stormtalons, and Stormhawks, as well as Cataphractii and Tartaros Terminators. Red Thirst now puts them back in their proper place as the aggressive melee specialists among the Space Marines, and they also get a lot of stuff to help them make the most of their jump packs. **'''Adeptus Astartes: Dark Angels''': Plasma spam augmented by the presence of Hellblasters? Check. Support for Greening, Deathwing, and Ravenwing? Check. Near-immunity to morale? Check. Between all of those and the same support for the units formerly limited to vanilla Marines the Blood Angels got, things are looking good for the First Legion. **'''Chaos Daemons''': First codex release of 2018. Lots of love for Nurgle again, including several new units introduced in Age of Sigmar. All four gods get their own Chapter Tactics equivalents, though running a mono-god build is still difficult due to the general melee focus of the army. **'''Adeptus Custodes''': After being a thing in 40k 7th Edition for its final 10 minutes, these guys have gotten a true Codex. Gameplay-wise, HQs and the obligatory relics and stratagems every Codex have been added as well as some new Terminators and Jetbikes, making them an actual army instead of being relegated to allies for other Imperial forces. And by the Emperor, they've firmly established themselves as the "super-elite" army, focusing on forces so small that even Grey Knights could outnumber them that compensate with a ton of invulnerable saves and the best wargear the Imperium has to offer. GW has also mentioned that [[Awesome|all the Forgeworld goodies]] the Custodes have in the Horus Heresy line will be receiving rules for 40K at some point as well. **'''Heretic Astartes: Thousand Sons''': Yep, they're getting a promotion to a full Codex, which is unsurprising given all the goodies they received from last edition. Tzaangor Shamans and Tzaangor Enlightened are being added for the people who wish they could field a [[Beastmen]] army in 40K, and the surprising addition of the Mutalith Vortex Beast from the [[Warriors of Chaos]] gives them some extra oomph in melee even as it brings your nightmares to life. At this rate, we should start placing bets on the likelihood of [[Archaon]] or the [[Skaven]] showing up in 40K next. More importantly, their variety of psychic powers is unmatched, allowing them to shit out mindbullets and buffs alike. **'''T'au Empire''': Commander spam has been curbed with a hard limit of one Commander per detachment. Riptides are more cost-effective, Ethereals get a couple of new wargear options, and the usual extra Stratagems, relics, Sept Tenets, and so on. There's still an issue with several units being overpriced and Kroot still suck, but on the whole the Codex is still usable enough. Fluff-wise, the Fourth/Fifth Sphere expansion is described with a heavily implied showdown against Chaos in the near future. **'''Necrons''': Dynastic Codes (i.e. Necron Chapter Tactics) have been announced and a new piece of wargear for Crypteks that lets them act as a flying Techmarine/Apothecary hybrid has been shown off as part of the Forgebane boxed set. Apart from that, the typical Codex additions. **'''Eldar: Drukhari''': Distinct rules for the Commoragh Cabals, Haemonculus Covens, and Wych Cults. Wyches are actually good now, too. Also gets some unique army building options to better reflect the structure of a Dark Eldar raiding party. **'''Eldar: Harlequins''': Rules for Masque Forms, and gave all three flavors of Eldar the ability to use the Webway Portal fortification. No new units, sadly, but what's there got buffed nicely and received a bunch of Stratagems ideal for mind-fucks. **'''Adeptus Astartes: Deathwatch''': Mixed Primaris Marine units are confirmed, as are Stratagems tailored for killing specific xenos. They also get Mission Tactics for focusing on units with specific FOC roles. **'''Imperial Knights''': The Knights have gotten quite a bit of new stuff, with four new Knight types, Household Traditions, and an entire system to make your own Freeblades. **'''Space Wolves''': Primaris Marines, the remaining units from vanilla Space Marines that the Wolves didn't get, and Wulfen Dreadnoughts were all added along with the usual mix of Stratagems, WTs, and relics. Solidly choppy and character focused, as the Wolves should be. **'''Orks''': No fewer than six new Ork vehicles, a much-needed buff to Ork shooting, and the addition of Clan Kulturs has done quite a bit to make up for the past weakness of the Orks. And of course, they've got all the other doodads that come with having a Codex as well. **'''Genestealer Cults''': New models for the Genestealer Aberrants are confirmed, along with a leader unit for them called the Genestealer Abominant. They also got a buggy and a biker unit as well, plus a bunch of new Characters and a female Magus sculpt. Cult Ambush was completely redone, allowing the Genestealer Cults to channel Space Hulk and set up their forces as a set of markers whose identity is only revealed after the start of the battle. **'''Adepta Sororitas''': Scheduled for 2019 and slated to come with the decades-awaited plastic Sisters of Battle. A beta version of the Codex is available in Chapter Approved 2018 in order to let fans playtest it. Fortunately, they seem to be actually looking into the feedback provided, as the mini-dex was pretty weak. **'''Elucidian Starstriders and Gellarpox Infected''': A pair of mini-codexes which will be added alongside Kill-Team: Rogue Trader in order to allow those kill-teams to be used in a standard 40k game (if only as a secondary detachment). The first codex features [[Rogue Trader]] Elucia Vhane and her retinue, and the second one is a Nurgle-themed [[Lost and the Damned]] army consisting mainly of mutants and lesser warp-tainted beasts. **'''Codex: Chaos Knights''': Originally introduced as a free Index, this will expand the Chaos Knights with new Stratagems, WTs, and sub-factions akin to the Loyalists. While these factions aren't as fleshed-out as the Loyalists and lack as many specific items, the codex as a whole does enough to put them on par by opening a large amount of customized loadouts.
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