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==Armies of the Dark Millenium== ===New Codices and Codex Supplements=== *'''[[Orks]]''' - And about damn time too. They got two new walkers (the Gorkanaut and Morkanaut), new big guns (renamed Mek guns), new Flash Git models, and new models for Big Mek and Painboy; however revisions to Mob Rule have made them far more vulnerable to morale than before (ie. going from some of the best LD in the game to some of the worst). They got almost no buffs and a half dozen other nerfs, which just made this codex suck a thousand pairs of balls. The limited edition of the Codex comes with a supplement for Waaagh! Ghazghkull. **'''Waaagh! [[Ghazghkull Mag Uruk Thraka|Ghazghkull]]''' - Released with the Warboss limited edition. A new supplement based upon the forces of [[Yarrick]]'s archenemy and the Beast of Armageddon. Contains a new Detachment type, 7 new formations, warlord traits, and Orkimedes themed artifacts. *'''[[Space Wolves]]'''- Released a new named Venerable Dreadnought called '''MURDERFANG''' is part of the new Codex, a new little sleigh for [[Logan Grimnar]], as well as a pair of new flyers called the Stormfang and the Stormwolf, both of which have access to the new Helfrost weapons (unsaved wounds force a Strength test per wound- failing a test removes the targeted model from play). The new Tempestas discipline also gives back some of the old tools they Rune Priests used to have. Probably one of the better codices this edition with some generous price cuts and a shield for Dreadnoughts, as well as the aforementioned Helfrost (which dreads can get). **'''Champions of Fenris''' - Focusing on Logan Grimnar's Great Company, will be part of the Wolf Guard limited release of the Space Wolves codex. It adds some new relics, formations, another Warlord trait table, some special rules, and an alternate FOC. *'''[[Grey Knights]]'''- They haven't gotten any new units, but some of their existing toys have been tweaked to make them more effective against Daemons (for example, all their Force weapons now gain re-rolls to wound or pen against Daemons if the Force power was activated, Incinerators get Soulblaze, Psilencers are now Force weapons, etc.) but overall massively scales back the army's potency from 5th/6th edition. They lost a ton of gear from their Wardex (including rad/psychotroke grenades, psybolt/psyflame ammo), the Psychic Phase did a number on their ability to spit out mindbullets, and the fact that the majority of their units are limited to only a few powers doesn't help. And that's not taking into account that Force weapon activation can be denied now, which could theoretically cripple them in assault if the opponent gets lucky. Finally, most of their anti-vehicle units were shuffled into the Inquisition codex, making them even more vulnerable to tank and flyer-heavy armies than ever. In short, a book that takes away more things than it gives - the only thing saving it from Tyranid level nerfing is the fact that they're Imperial, and thus have all the special tools and allies available to the poster-boy force known as the [[Imperium of Man]] - case in point, almost everything they lost was already preserved in Codex: Inquisition. *'''[[Dark Eldar]]''': The next army to be slated with a release, White Dwarf has shown a new Haemonculus model as well as a new kit for the Wracks that included a new gun called the Ossefactor. Unfortunately, the Dark Eldar lost most of their special characters, including their big boss Asdrubael Vect, [[ChapterHouse Studios|since only three of them have models]]. Power from Pain became something that activates each turn, meaning you don't have to kill a lot to get it, but survive, which can be difficult for this glass cannon. On the whole, the basic playstyle of Raider spam and Blasterborn are still playable, while Grotesques and Mandrakes finally become usable while Wyches suddenly lose the ability to take all haywire grenades and Incubi take a massive nerf by losing Klaivex powers and grenades. **'''Haemonculus Covens''': Released with the Archon limited release. Since they lack a Lord of War to make a plot with, they chose the one playstyle that made most people's days: Haemonculi. This locks you to only Coven units (Haems/Urien, Wracks/Grots, Pain Engines), but gives them an all-new Power from Pain table that better synergizes with their powers and the same stuff as the other supplements. *'''[[Blood Angels]]''': To partner with the surprise of new Tyranid models came the Shield of Baal campaign, and with the Shield of Baal Campaign came an inevitable Blood Angels Codex. Alongside the codex are new sprues for the Sanguinary Priest and a special Tac Squad sprue that gives the sarge the venerated Nipple Armor. One new character (the Captain of the Blood Angels' 1st Company) was introduced in a boxed set, as well as the exclusive Sanguinary psychic discipline. Overall though, this edition's codex is fairly broken: on top of a huge dialing back of their former power, nearly all the units from the 5th ed book got shuffled into a now ''very'' crowded elites section. Sadly, one codex away from the great "formation" shift of codex writing, ensuring any competitive player will be using their Blood Angels as "Red Space Marines" for years to come. *'''[[Necrons]]''': The other army that got new stuff from the Shield of Baal campaign, now we can say without fear that every codex is pretty much up to date; not ''good'', but at least there's no embarrassing oversights like how the old 'dexes had. All the characters are still alive, MSS are shit now, C'Tan and Crypteks got all their creativity gutted from them, and Resurrection Protocols got a makeover. On the plus side, Wraiths and Destroyers got some nice reclassifications, the Triarch Praetorians and Lychguard got cheaper, and you now have an FOC made of Formations. *'''[[Harlequins]]''': Like the Inquisition and Militarum Tempestus, the Harlequins are now getting a Codex and breaking off from the other Elf codices. New models are coming for everyone, Solitaires are becoming Elites, new wargear, and at least one new vehicle (the Skyweaver) for their exclusive use. It's... a bit fucky. Their standard force org chart requires you to take pretty much every model so you're more or less restricted to using formations if you want a decent allied detachment. *'''[[Warhammer 40,000/Tactics/Khorne Daemonkin(7E)|Khorne Daemonkin]]:''' Allows you to take Khornate Daemons and Khorne-themed Chaos Space Marines in the same army without having to include the allies taxes on each army. Now they're 1/4 of the way to going back in time to pre-5th Edition when Chaos Daemons and Chaos Space Marines were in the same codex. Has a new Blood For the Blood God mechanic which stores Blood Tokens when any unit, enemy or friendly, is completely wiped or when anyone dies in a challenge which can grant you stuff from FNP to replacing a character with a Bloodthirster. Sadly, no Kharn - nor does it fix any of the massive problems with Chaos Space Marines and their units. *'''[[Adeptus Mechanicus]]: Skitarii:''' Finally grants the AdMech a proper 40K army after years of either secondment units or the HH Ruleset, you now have an ally-tier codex full of new models. Halfway between Militarum Tempestus and full-army codices in terms of power. 4 kits for 7 different units. As a gutted, stand-alone release otherwise intended for allied detachments, this one's actually really good. Same goes for its counterpart below. *'''[[Eldar|Eldar: Craftworlds]]'''- New plastic models for Jetbikes (including Warlock Jetbikes) and Autarchs. Additionally, GW in its infinite wisdom has decided the already OP Wraithknights needed a bigger buff- so now they're Jump Gargantuan Creatures armed with Strength D weapons (thus being able to out-Nidzilla the Tyranids thanks to their new mega-Formation a la the Necron Decurion). All other Distort weapons are Strength D as well- which means that the space elves now have a shitload of anti-everything weapons available at less than one-tenth the price they would be at in any other Codex. This news has been taken as proof that everyone involved in game balance at GW should be fired at once. It also says a lot that Matt Ward's infamous Daemons of Chaos army book is now viewed as being reasonable and balanced by comparison to this codex, not to mention this book was made in his absence! *'''Imperial Knights:''' Knights got a nice addition of carapace weapons for all Knight variants, as well as the addition of the Knight Crusader, the Knight Gallant, and the Knight Warden. Also got some nifty rules, wargear for character knights, etc. All-in-all, a formidable ally-tier codex for the Imperium. *'''Adeptus Mechanicus: Cult Mechanicus:''' In retrospect, the Skitarii release should have been a clue that this one was coming. Models include the Electro-Priests, a servitor that's part-tank, a variation of Castellans from the RT era, and a new Techpriest. And the servitor-tanks count as troops. Like its forbear, the crunch is mechanically strong and the fluff is pretty neat. *'''Adeptus Astartes: Space Marines:''' It wouldn't be a new edition without the Spehss Marines getting yet another codex now, would it? The main perks of this codex are the extension of Combat Doctrines (the old Ultramarines Chapter Tactics) to all Chapters, and the ability to take any non-LR vehicle in squadrons of 3 for extra bonuses (for example, 3 Vindicators can pass up their individual pieplates for a single Apocalyptic Blast with Ignores Cover). They've also gotten a Decurion-style FOC made of Formations, which seems to be the trend for all post-Necron 7E codices. **'''Angels of Death:''' As if fucking vanilla Space Marines needed more shit. Even more formations and decurions, and gives Librarians access to 4 new disciplines, Fulmination, Technomancy, Librarius, and Geokinesis. Obviously their powers are OP as fuck, like having all models in a unit gain IWND while a model regains D3 wounds, a 3++ for a turn, and re-rolling all failed saves for a unit. Yeah, the Farseers are calling. They want Fortune back. Oh, and it gets better (read: bullshit). Dark Angels, Blood Angels, Grey Knights, and Space Wolves get these powers too. [[Cheese|Ready to see Thunderwolves/Wulfen with 3++ rerollable and 4+ FNP?]] *'''Adeptus Astartes: Dark Angels:''' Obvious attempt that GW is actually trying to update as many armies as it can in one edition; like the 6e codex before it, progress has been made to make them stand out from vanilla codex marines, rather than just being "stubborn marines with good bikes and terminators". The robed paranoid Marines now have improved overwatch, a new psychic discipline called Interromancy based on telepathy but more about mind fucking, improved aircraft, a Decurion-equivalent named the Lion's Blade Strike Force as well as new FOCs for the Deathwing and Ravenwing, widespread access to grav-guns as well as an overall points balancing in line with Codex Marines. *'''[[Tau]]:''' New models for Fire Warriors and Crisis Battlesuits are confirmed, and they're getting at least two new units- a Riptide-sized stealth suit called the XV-95 Ghostkeel and a massive Battlesuit with a giant railgun and a fuckton of missiles called the XV-128 Stormsurge. But battlesuits aren't the only thing that got an update: there's also a new Fire Warrior sprue that can be configured into a new Breacher Squad, which gets shorter guns, but an additional drone and a Field Amplifyer Relay. It turns out the "new" codex is actually just literally the old Codex with the cover revamped, the new models for existing units thrown in and <i>the Crisis Team maximum size tripled</i>, along with squadrons for tanks, Riptides, etc. The actual formations and detachments are present in the Warzone Damocles: Kauyon Supplement. *'''Codex Supplements: Black Legion and Crimson Slaughter:''' YES!!! More Chaos shit finally! Then, we realize it's just a repackaging of the 2 supplements we received 3 years ago. All they have is a few new formations tacked on. Everything else is mostly the same as the older books. Same Warlord Tables, same stupid taxes and rules, same relics which about 2 (Skull of Ker'nagar and Crozius of the Dark Covenant FYI) are remotely useful from both supplement's lists combined. Though wording changes allowed for some more playing around with codex and supplement interactions. It's sad, really. If you're not Loyalist Marines, you're ignored. *'''Death from the Skies:''' The sequel to a little book about flyers from last Edition, this one makes some bigger changes. Now all Flyers have pre-assigned roles affecting their accuracy against different targets and the ability to fly in different formations with different benefits. There's even a minigame that sucks up even MORE time in there involving the planes fighting above the battlefield which can screw with reserves in the bigger game. Mostly ignored. *'''Adeptus Astartes: [[Deathwatch]]:''' The final Militant chamber of the Inquisition, long awaited. Also, you can almost hear the sounds of Chaos Space Marine and Sisters of Battle players migrating to Warmachine and X-wing since we're still getting yet another Space Marine Codex instead of an update to an army that, you know, actually needed it. In any event, it brings in the Corvus Blackstar, a transport flyer/dogfighter that looks like the bastard-child of a Valkyrie and Stormraven, a kit for a Deatwatch Killteam, and an upgrade sprue to create kitbashes. *'''Genestealer Cults:''' To be honest, after Overkill and the Deathwatch, this should come as no surprise. New formations, models, and rules for everyone's favorite non-Chaos cultists. *'''Codex Supplement: Traitor Legions:''' New Thousand Sons models confirmed. Rubric Marines get plastic models, new models for Tzeentch sorcerers, plus new Scarab Occult Terminators, Ahriman gets a new model, and of course [[Magnus the Red]] himself! Also included are the Tzaangors from [[Age of Sigmar|Silver Tower]], now with 40k rules. Plus a fuckton of rules for all the other Traitor Legions as well. *'''Imperial Agents:''' aka Codex: Allies. Hardback paper form of the Inquisition, Assassins, Adepta Sororitas, Adeptus Custodes, Enginseers, Valkyries (representing the Aeronautica Imperialis), Deathwatch Squads, Grey Knight Terminators and Dreadknights, Legion of the Damned, Ministorum Priests, and Battle Psyker squads (representing the Adeptus Astra Telepathica). The way the book works is it allows you to field formations of the above instead of taking an entire army, to represent an Inquisitor requisitioning the aid of Deathwatch Veterans/Grey Knight Terminators/Sisters of Battle. Gets rid of unnecessary taxes! Does not replace the books that the units were taken from. ===New Dataslates=== *'''Strike Force Ultra''' - Of course, the first Dataslate to be released for 7E is a Spehss Mehren one. All it does is give two different options to deliver Terminators to the field. It was more of a sales item though, as the limited set was the only place where you could get a new Terminator Captain model. *'''Officio Assassinorum''' - Announced alongside the Grey Knights codex. Essentially allows any Imperial Force to field Assassins now that the Grey Knights are finally excising the Inquisition from their codex and having an explicitly Grey Knights Codex instead of Matt Ward's "let's throw everything into one book and crank that shit up to eleven!" *'''[[Maleceptor]]/[[Toxicrene]]''': A new multi-unit kit for the [[Tyranids]], this gives rules for a massive waste of psychic powers/a modest monster Venomthrope-wannabe. The former is overcosted for what it's meant for, the other's probably best for stalling big knights. *'''[[Mycetic Spore|Tyrannocyte]]/[[Sporocyst]]/[[Mucolid Spore]]''': Suddenly a cry of joy from Tyranid players across the globe, the Tyranids' drop pod is back, and better than ever before. For 75 points it can hold 20 models or 1 monstrous creature, therefore making many Tyranid units very usable e.g. Haurspex, Toxicrene, Zoanthropes or even make pyrovore semi-useful- and on top of that, it can move and comes with FIVE Deathspitters (that can be swapped with Barbed Stranglers or Venom Cannons). Its alternate models are no less useful- the Mucolid Spore is a Spore Mine with Shrouded, doubled strength, and AP3 (as well as the ability to assault Flyers), and the Sporocyst is essentially a living fortification that infiltrates and can boost synapse range, while producing Spore Mines and Mucolid Spores as it shoots shit with the same five gun options the Tyrannocyte has (and with SIX wounds, it's going to be a very useful meatshield). All in all, a much-needed boost for the Tyranids. *'''[[Neurothrope]]''': Week 3 of Tyranid saga brings back another classic (and new Zoanthrope/Venomthrope sprues): The Doom of Malan'tai (Now known as the [[Neurothrope]]). It's not quite as awesome as it once was, but it's not quite as cheese either. **These three Nid releases are compiled into ''Shield of Baal: Leviathan'', but are also available for free in BL's webpage. Wow, that's actually nice. *'''The Unrelenting Hunt''': A Dark Angels formation, intended for use with the announced Dark Angels expansion to the Dark Vengeance starter set. *'''Kranon's Helguard''': As above, but geared towards the Crimson Slaughter instead. *'''Kharn's Butcherhorde''': As part of the 2014 Advent calendar, CSM got a whole formation for [[Kharn|a fun guy]] and his posse. Khorne's still not useful. ===New Campaign Supplements=== *'''Sanctus Reach''' - Follows Orks attacking Imperium sector, mostly fluff and a bit thin on rules, but contains Ork/Imperial Knight/Astra Militarum formations. Also re-introduced '''Planetstrike''' missions (in case people assumed this vanished) as well as generic campaign missions. **'''The Red Waaagh''' - Waaagh! Grukk attacks a Knight World ***'''Evil Sun Rising''' - Ork novella following Waaagh! Grukk. One of the only stories written in an Ork Perspective. **'''Stormclaw''' - Waaagh! Grukk vs Space Wolves, is actually a prequel/side-episode to The Red Waaagh, surrounding Krom Dragongaze's crashed Thunderhawk and what he does after his arrival on planet. **'''Hour of the Wolf''' - the Space Wolves join the war in full and daemons show up because a Vortex Missile misfires and opens the warp, the Wolves win and stand ready to defend the planet against the Inquisition. Ork/Wolf formations,, as well as more Planetstrike missions ***'''Hour of the Wolf: Blood on Sacred Mountain''' - Space Wolf novella ***'''Maledictus''' - A Grey Knights Novella about Orks accidentally opening a Warp Rift. *'''Shield of Baal''' - Tyranid attack on the Cryptus System near, you guessed it, Baal. **'''Leviathan''' - The Tyranids make their first steps into the Cryptus System, and are being blocked by the Sisters of Battle, Guard, and Tempestus forces. Re-introduces Cities of Death (which is now reduced to more Tactical Objectives for Maelstrom) and Death from the Skies (which allow you to buy a new rule for your fliers). Also packages in all the new Nids (and the redone Zoanthropes) as well as bring in some new formations, a FOC and Warlord traits for the gribblies. ***'''Tempestus''' - Novella regarding an Inquisitor grabbing some Storm Troop-er, Tempestus Scions and making them steal some nids for research. ***'''Dread Night''' - Short Story about [[Dreadknight|DREADKNIGHT OUTTA FUCKIN' NOWHERE!]]. ***'''Shadow of the Leviathan''' - Short story about how [[Varro Tigurius]] tries to reach the Hive Mind again. Involves [[Maleceptor]]s jobbing. **'''Deathstorm''' - Captain Karlaen is sent to Asphodex to rescue the planetary governor before he gets eaten. ***'''Wraithflight''' - Short Story about Craftworld Iyanden fighting a hive splinter before it again goes after them. Ties in with the Warzone Valedor novel. ***'''A Son's Burden''' - Short Story about [[Gabriel Seth]] heeding [[Dante]]'s call for aid in the Cryptus System and finishing off some cult before going off to an even deadlier war. **'''Exterminatus''' - The next step of the War for Cryptus, as the Blood Angels arrive in full force. Some unexpected allies (read: Necrons [[Matt Ward|again]]) arrive to aid them. New FOCs, Formations, Relics and Warlord Traits are being made for the Blood Angels, Flesh Tearers and Necrons. Nothing for Sisters of Battle or the Astra Militarum at all, despite them featuring prominently in the early campaign. ***'''Devourer''' - Short story recounting Anrakyr the Traveller's arrival in the Cryptus systems. ***'''The Word of the Silent King'''- Short story about the infamous alliance between the Silent King and Dante and how it came to be. As it turns out, the Necrons were just using the Blood Angels as meatshields and only revealed it to the Blood Angels after the fact. Dante ordered the incident covered up and later swore to kill the Silent King. *'''Operation Shadowtalon''' - A new supplement for the Damocles Crusade, involving the [[Raven Guard]]'s operations against the Tau and their alarmingly-upgraded tools. *'''Warzone Damocles: Kauyon:''' The big damn supplement featuring all the rules for the new Tau releases since GW are cheap Indians with their releases. There's also a rules for slightly-different Decurions of the Raven Guard and [[White Scars]] varieties. *'''Warzone Damocles: Mont'ka:''' Features new detachments, Tactical Objectives, and formations for the Farsight Enclaves and Cadians (Essentially the Imperial Guard, but whatever). *'''Warzone Fenris: Curse of the Wulfen:''' A new campaign involving Daemons breaking into Fenris. Alongside an update to bring the Wolves more into line with the other marine codices, they also bring back the [[Wulfen]] from the Eye of Terror Codex. Apparently, wherever these wannabe-Wolverines appear, Daemons never seem far behind. While [[Logan Grimnar]] is excited to meet the Lost Company, the Dark Angels and Grey Knights have begun hunting them down on grounds of suspicion for taint. (and who would argue with that?) Adds Decurion equivalents to the Space Wolves and Chaos Daemons, and gives the latter new psychic powers, WTs, and relics. **'''Legacy of Russ:''' A series of novellas chronicling scenes that were mentioned in the above book as the Wolves try to drag themselves out of the mess they made and Chaos worsened. *'''Black Crusade: Traitor's Hate:''' The Dark Gods finally answered the prayers of many Chaos Space Marine players. New book which contains brand new formations, and 4 new Psychic disciplines for Chaos Space Marines: Sinistrum, Heretech, Echtomancy, and Geomortis disciplines. Also updates the rules for Chaos Predators and Vindicators (Basically guaranteed to put them in line with their Loyalist counterparts like squadrons and benefits of a squad of 3), a fun guy called [[Kharn the Betrayer]] gets a sexy new plastic model, full rules for Renegade Imperial Knights, and Chaos Space Marine Tactical Objectives. Fluff is about Abaddon siccing Kharn the Betrayer, shit tons of Berzerkers, and 3 Lords of Skulls on the Imperium as his 13th Black Crusade kicks into high gear. *'''Black Crusade: Angel's Blade:''' The next Campaign book. This time a force of Blood Angels and Death Company moving in to combat the Khorne Chaos forces. Looks like GW had a surplus of Mephiston Red and Khorne Red. Contains two new detachments, finally giving the seriously lagging Blood Angels a "Gladius Strike Force" equivalent, Death Company themed relics, Death Company tactical objectives, and updating the datasheets of Blood Angel Assault Squads and Devastators. *'''Warzone Fenris: Wrath of Magnus:''' Continuation of Curse of the Wulfen. The Imperial forces band together to find Fenris under invasion by the Thousand Sons, led by Magnus himself. As it turns out, the cyclops had no intention of destroying Fenris- his real goal was to make them suffer the same persecution that the Thousand Sons did in a way that mirrored the Burning of Prospero. Logan is able to use Morkai (which retained enough of its former Khornate nature to weaken Magnus) to force Magnus back to the Warp, though the planet of Midgardia is Exterminatus'd due to the massive demonic taint left behind and much of Fenris' population has to be killed by the Inquisition- and this time Logan doesn't have any problems with it. Even worse, the whole thing was a giant sorcerous ritual- one that brings the Planet of the Sorcerers into realspace just in time for the other Daemon Primarchs to join the Thirteenth Black Crusade. As the surviving Space Wolves leave for Cadia, the High Lords receive word of Magnus' return and send orders to the Sisters of Silence to assemble. *'''The Gathering Storm: Fall of Cadia:''' The first part of a major campaign promised to make massive changes to the setting, for better or for worse. Despite Trazyn, Sylandri Veilwalker and [[Eldrad|this dick]] helping the Imperium, the combined forces of the IG, the AdMech, the Sisters of Battle, the Inquisition, the Black Templars, and Trazyn's Necrons just barely drive off Abbadon's forces, and even then Cadia is consumed by the Eye of Terror after Abbadon rams his other Blackstone Fortress into the planet. Keep in mind this is only supposed to be the first book of the campaign; given how fast shit has hit the fan, it wouldn't be a stretch to assume The End Times: 40K Edition is on its way. *'''The Gathering Storm: Fracture of Biel-Tan''': The Eldar have managed to create [[Ynnead]] more or less successfully, and fortunately for the Imperium they're willing to help stop the 13th Black Crusade from getting any worse. Biel-Tan's Infinity Circuit is consumed by Yvraine in order to create the Avatar of Ynnead. This combined with the heated debate over whether or not to help the Imperium in the 13th Black Crusade causes the Craftworld Eldar to be embroiled in a schism over what to do and whether the servants of Ynnead can be trusted. Features a second Triumvirate with three new characters: a reanimated Incubi called the Visarch, Sword of Ynnead; Yvraine, Emissary of Ynnead; and the Yncarne, the Avatar of Ynnead. *'''The Gathering Storm: Rise of the Primarch''': [[Roboute Guilliman]], Primarch of the Ultramarines, has risen from stasis with the help of Cawl and Yvraine. He probably will be shocked to see that his Codex Astartes had been taken way out of context over the last 10,000 years. He gets a plastic model, nicely changed from the 'neo-roman paragon general' look to 'fancy shiny gothic general'. Oh, don't forget he has the Emperor's sword now. No word on how his long sleep has changed his rules. Also, a new model for [[Cypher]] has been confirmed. In addition, we get a new [[Grey Knights]] character, Grand Master Voldus of the 3rd Brotherhood. Cypher promises to help Guilliman fend off the tidal wave of Daemons and Chaos Space Marines attacking the Imperium, but only if the Ultramarines take him to Terra.
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