Editing
Warhammer 40,000 7th edition
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information