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7th Edition FAQ's Are Live!!


GW is on it, and already now we have a full line up of FAQ's and Erratas to check out. Every codex and supplement for the game is listed, for both Warhammer Fantasy and 40k.


I am just now digging into them, and have not seen anything real shocking or altering yet. If you find something, please share below in the comments, as we dig further into this.

Here is the link.
http://www.blacklibrary.com/faqs-and-errata.html

Post a Comment

349 Comments

  1. Helldrake has lost his turret mention.

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    1. Yep Helldrake double nerfed this edition.

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    2. Not so much nerfed as sorted. They were too good sometimes

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    3. Not that big of a deal, really, after the nerf to Vector Strike. Now you don't have to expose rear armor. Can just stop short and spit the torrent out.

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    4. Even losing what they had they are still a strong unit. It's hard to take them down and when they do damage they do good damage.

      They just don't do ridiculous damage like before.

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    5. So does this mean they no longer fire 360 degrees ? hull mounted and taken from the gun barrel sounds like a 45 degree arc from its front facing ? or am i getting this wrong ?

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    6. As a chaos player I think this is fine. Even I realized this is a more than fair compromise. It's not worthless just not crazy good. It's still on the high end of the codex and of flyers.

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    7. I don't think you will be seeing them nearly as much. 6th plus crazy FAQ had every CSM player owning at least 1 if not more. Now you have other options in that book that are much better then the current Helldrake.

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    8. No, you really don't. It's still the best unit in the book, its simply no longer one of the better units in the game. Bad news bears for CSMs in general, it was propping up a book full of lackluster and inefficient options otherwise.

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    9. Really? Chaos Spawn still rock it for the most part and Mauler Fiends for support. Yes a very lack luster release and very boring rules, mixed with others that don't complement the army but hey at least Gav Thorpe did not write this last book.

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    10. Oh and the bright side you can now bring helldrakes and no one has anything to bitch about.

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    11. finally i don't have to listen to how op helldrake is when i play chaos. I never used it and still people said my codex was op because it had a helldrake in it. Now i can play my emperors children in peace.

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  2. lol ... so much for Space Wolves stopping the daemon spam.

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    1. Never mind that, they lost all their powers too! No more jaws unless it comes back in new codex

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    2. Alot of people will be happy that this has happened.

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    3. Well yeah. tone them down by all means, but totally deprive a codex of its psychic powers? seems a bit odd to me.

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    4. That happened to BA and GK as well, so I think it happened to everyone.

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    5. Blood Angels and Orks don't have their powers anymore either, Orks only get Demonology. Strange. Well at least they're out next. I'm sure they'll get some new interesting powers. Wonder if they'll still get demonology once they get their own powers.

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    6. GK aren't really affect by it as most of their powers in the Sanctic discipline already, and also, they now have "super Hammerhand" from the BRB standard on everyone instead of the old one from their codex. Much like Daemons this edition, GK continues to make out like bandits...

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    7. Yeah, the Pimp's Prayer is pretty awesome. Of course, it's not an automatic to get it off anymore (same with force weapons).

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    8. Actually the errata on runic weapons says'' Page 36- Runic Weapons. The third sentence of the Runic Weapons rule should be replaced with the following: '' Furthermore, a model with a runic weapon adds 1 to Deny the Witch roll''. The third sentence in de codex says '' A runic weapons is a force weapon''.... grab your codex and check

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  3. Jumped to the Farsight Enclave, Deny the Witch when within 12" of the Talisman is a 4+ now. Oh damn!

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    1. Beat me to it. Talisman of Arthas Moloch is pretty impressive now!

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    2. for friendly models within 12"... does this mean that it can only be used for abilities targeting your army? If so, great, but that doesn't help get rid of summon spam

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    3. As summoning or blessing do not target anything you would not get the +2 deny the witch. But for witch fires and malediction you will be a good place.

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    4. Not all that good. Tau (including Farsight enclaves) have 0 psykers, so their psychic pool is D6 only. Not much dice for some of the deny the witch rolls you're going to need against daemons and GK...

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    5. I was actually hoping for 4 extra dice for Deny the Witch tests...

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  4. So zero clarification on how tigurius works with his reroll failed tests? Do I have to reroll all the dice I used for a power, or just ones that didn't succeed/6s to avid perils/my choice generally?

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    1. That's actually in the definition of "reroll" in the BRB. When rerolling sets of dice, you must reroll ALL of them unless a rule explicitly states otherwise (Fleet, for example).

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  5. Tempestus get slight improvement. Camo netting on vehicles, prime initiative 4 and no more gets hot on the volley guns.

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    1. All of those had been wrote differently throughout that book and the White Dwarf, now the grav-shoot commandos rewording does help.

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  6. Not every army book for Fantasy..still missing a big chunk of them.

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  7. Something I've found is that now Dark Eldar Shadowseers are Psykers. Interesting...

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    1. And Splinter Weapons count as S1 across the board in accordance with the rules for "poisoned shooting weapons" from the BRB. Not a huge change, but if you find yourself shooting at T1 enemies...enjoy your rerolls to wound lol

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    2. Actually poison weapons need to have a higher strength than the opposing units toughness to get the rerolls now.

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    3. Haha missed that bit, good spot!

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  8. Not quite every Codex and Supplement. Crimson Slaughter and Black Legion Supplements are not there unless I totally missed it. Was hoping for some change to the Balestar of Mannon since Chaos Marines now have access to Divination without paying 25 points.

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    1. They do not, actually. If you read the first entry in the CSM FAQ, it says, "Any model with the Psyker special rule may generate powers from the Daemonology discipline in addition to the others listed in their Army List entries."

      I know people were freaking out and getting excited over CSM having access to Divination, but you still need to have the unit entry say that the model may take powers from Divination. My best guess here is that they put that blip on the chart because of the Balestar.

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    2. Chaos don't just get divination. If you're referring to the psychic availability card, that just lists what disciplines are possible with the army, not that every psyker just gets them. Powers are still generated based on whatever tables the unit has listed.

      The checkmark for divinity is BECAUSE of the balestar (and I guess, Hurons's 1 in 3 chance to generate a divinity power)

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    3. I'm interested if they plan on changing the rules for The last memory.

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    4. Hmmmm. Interesting theory. If that's what they were intending, that's a very confusing way to go about it.

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    5. CSM may not have divination, but my thousand sons aspiring sorcerers can use daemonology.

      If any of them are lucky enough to roll the correct power, you might see aspiring sorcerers turn into greater daemons early in the game

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    6. No.
      The list in the cards is worth a crap. CSM FAQ says you get what the codex says plus daemonology.

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    7. Does this mean my sorcerers do not get divination? But why this psychic powers card??

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    8. @Ahrimans Bolter

      I'm not sure that it works that way for the aspiring sorcerers. The free primaris does not seem to count as your required roll on the given gods discipline. I was hoping that would have been changed in the FAQ.

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    9. @ Matthew

      Upon thinking about it you are probably correct. I wish they would explicitly say "chaos focus does not count towards your required god-power". But I guess that can be inferred indirectly.

      Would have been nice though!

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    10. I'm with you my friend maybe next time around TS sill have a reasonably costed unit with a aspiring sorcerers that costs less then 58pts.

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  9. Replies
    1. Don't worry man, we get a plus one deny on everything, blessings included. One plus one deny... every model... take 5 rune priests! 2 plus deny the witch! But taking Jaws was just not cool... Njal is just completely useless now.

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    2. SW just got the nerf bat hit on the head with this FAQ. Went from very playable to not so much. Wait for codex...

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    3. Our psykers got their op powers taken away... nerfed, yes, playable, yes.

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    4. Poor Space Wolves. But.... It doesn't say runic weapons are cumulative, so +1 only unless you're also going to argue the same for psychic hoods.

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    5. Come brothers we knew this was coming. Just means when you put your enemy to the sword they cant claim that its coz your Runic Priest is OP. Hard times are ahead but are sagas are writen on nothing less.

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    6. They did get a subtle buff. Only costs 25 points to get them to ML Level 2 now instead of 50 points.

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    7. Runic Priests don't have psychic hoods--the runic weapons basically served as a modified version of the hood under 5e.

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    8. @ Ulthane Allslayer Hail, brother! New sagas will be written all the same.

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    9. Actually the errata on runic weapons says'' Page 36- Runic Weapons. The third sentence of the Runic Weapons rule should be replaced with the following: '' Furthermore, a model with a runic weapon adds 1 to Deny the Witch roll''. The third sentence says '' A runic weapons is a force weapon''.... grab your codex and check

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    10. So where does it say you get the +1 on DtW vs Blessings, Conjurations???

      The rulebook says you get no modifiers to those rolls. Adamatium Will reads basically the same as runic weapons and you don't get that either vs Blessings, conjurations, etc.

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  10. DA power field generator can be used inside vehicles again! :)

    pretty big deal for any DA player

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    1. Yeah but lions wrath the plasma gun part is now only single use :'(

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    2. I saw nothing about the power field?

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    3. Yep i saw this as well ... off the bike and back into the rhino or razorback !

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    4. exactly, nothing. There was an errata in the last FAQ that said it only worked on the infantry unit when in a transport. They took that errata out - so now it applies to the transport.

      Will, what's funny is I didn't realize until now that it wasn't single use before! :D Would've been cool to use prior!

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    5. for me it's back into the venerable, PE Chaos SM, land raider that only explodes on 7's...perhaps with a standard of devastation to give him and his nearby land raider 24 twin linked bolter shots

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  11. No real change to Necrons - Since losing Pariahs (Thanks Matt Ward) their only Psychic defense will be the 3" range 15 point Gloom Prism on the 50 point Canoptek Spyder. I guess Necron players will sit on their hands and watch while Daemon players throw 30+ uncontested dice in the Psychic phase.

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    1. Average for an 1850 daemons army, going as many MLs as possible (horrors as troops, fateweaver, prince spam) is around 20-24. But you can bet if they're throwing that many dice, they're also going to perils themselves out of the game. Fear not.

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    2. It doesn't matter if they perils. The gain in models is worth the loss.

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    3. It doesn't matter if they perils. The gain in models is worth the loss.

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    4. Fateweaver 4, 4x heralds =12, 2x16 horrors 6, and then you add princes. You can get to around 30 pretty easily

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    5. Are heralds not an HQ slot? How can you grab 4 of them if you're A) running a standard FOC and B)if you've already filled an HQ slot with fateweaver?

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    6. Heralds are a unit of up to 5 which takes up one slot

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    7. 4 heralds only take up 1 slot for daemons I suppose you could take 4 100 pt ml3 heralds of tzeentch they start at ml1 25 pts per level

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    8. Something to consider here. The only limit on detachments in a battle forged army are the minimum requirements on the detachments. Taking multiple combined arms detachments that have nothing but a HQ and 2 Troops each is perfectly legal unless I am missing something major. You can hit 22-24 dice at 1000 points easily.

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    9. Players have to agree how they are going to select their armies and what restrictions will apply, you could turn up with more than one detachment to max on summoning but your opponent can just say no.

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  12. No changes to Tyranids - Shadows in the Warp will have no significant impact on the Psychic phase.

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    1. Yeah I'm very surprised at this - yes, it will mean our enemies will have a harder time with Perils (since most of the options require a LD test or else wounds are taken), but man...all that fluff about Nids making it harder to harness the warp in order to cast spells, useless.

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    2. My nids got harshed. Oh well.

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    3. That is sad.
      Nids while making some very minor gains in 7th, overall got a big nerf...which makes no sense - its not like they were the new king at events or anything.

      Bummer phil kelly or jervis does not play nids....

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    4. While it's not huge remember all perils rolls require a leadership test to avoid the nastiest results, so Tyranids make perilsing allot scarier.

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    5. Yeah, the boat's deffo been missed here. >:( Shadow is supposed to make casting harder by disrupting a psyker's connection to the warp, not make it worse when they fail.

      :(

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    6. Broodlords just received the ability to become 6" Synaptic Creatures on demand, perfect for removing Go to ground right before they move.

      Not bad, not bad at all.

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    7. @davethegamer

      Phil Kelly plays nids, he's talked about it in several articles and there's a pic of his army in the last WD that discussed Unbound (he used an Unbound list to take more small bugs). It's black/yellow bugs as far as the eye can see.

      Rather disconcerting, actually.

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    8. They might not have changed shadows, but they also didn't do what they did in the last FAQ and ban the use of emplaced weapons on a fortification. So nids can now make full use of all fortification options

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  13. Ummmm grey knight vindicator and whirlwind????

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    1. I know with literally nothing but hull points?

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    2. Maybe a taste of things to come when their new codex drops next year?

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  14. They didn't fix shadow in the warp... I don't even... and yet they felt it was important to state that units in the tyranid codex where part of the tyranid faction.

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    1. It would be laugh out loud funny if it weren't so sad. Glad they cleared up the codex/faction thingy, I was totally confused on that one. So bad in fact that I was unable to make a list since I got the new rulebook. Phew!!

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    2. How exactly does Shadow in the Warp need fixing? It imposes a flat Ld penalty on psykers. It no longer affects the casting of psychic powers. Instead it makes Perils of the Warp that much more dangerous. Notice that every Perils result requires a Leadership test.

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    3. Yes, but Doctor Ham the reasoning behind Shadows in the Warp since 2nd edition has been that the hive mind makes casting psychic powers more difficult, because the hive mind blocks out access to the warp.

      So its just frustrating that 7th came along and they decided "LOL not anymore" for some reason, rather than FAQing it to help it with the new psychic phase in the same regard as it had in the past 5 rule books.

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    4. So your issue with it is that now it imposes a /different/ penalty on psykers than it did before.

      Previously, it was just an increased chance of failure. Now, it's an increased chance of exploding heads, and the psychic phase itself has imposed an increased chance of failure on psychic powers.

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    5. It's still arse about tit.

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    6. Not really the same at all. The Tyranid codex has other things that can affect leadership as well. So, when psychic test was linked to leadership we could play all sorts of tricks to try to make that difficult. A LD 10 psyker will fail just under half their rolls under the old system. Now it means they will fail just under half their tests should they happen to peril and roll one of the perils that require a LD check, ONLY then can SiTW make a difference. I would have preferred it to act like runic weapons or psychic hoods. Oh well. At least rune priest can't hurt my MCs any more.

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    7. my issue is that it directly contradicts what its meant to do! And also that it's a nerf the Nids really didn't need.

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    8. The point of an edition change errata/faq is to update rules from the previous edition not so that they do what they're supposed to do in the new edition. Shadow no longer does that. That it still does something is besides the point. It deserved a change.

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    9. Roderick, the point isn't that X now suddenly does Y in the new edition, the point is that a very specific X, that has worked a very specific way for decades, now does a very contradictory Y in the new edition.

      Beyond that, it would have been a very simple matter to come up with a new version of Shadows that worked in the new psychic phase in a similar manner. Its just frustrating to see they hadn't even tried.

      II also want to point out that it most certainly didn't deserve a change either lol nobody seriously looked at Nids and said "wow, that's breaking the game, better fix that" did they?

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  15. If I read this right, then Ork Weirdboyz can only use Daemonology now :D Until the new codex hits, that is.

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    1. This is a stupid change. They should have made it either/or not removing what makes orks orky.

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    2. New Ork book very soon, this won't be the case for long.

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    3. This could be akin to 6th Edition FAQ making kharn the Betrayer's axe unwieldy, then changing it back a week later when the new codex came out. GW is trolling you ;)

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    4. I would guess Orks will be getting their own Gork and Mork disciplines, like in Fantasy.

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    5. Yeah, i hope so too. would really fit the fluff and make the weirdboyz more flexible. Just found it worth mentioning that for some weeks now there won't be any additional WAAAGH's for us ^^

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  16. Maybe I missed something, but I don't see anything talking about Shadow of the Warp for Tyranids.

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    1. Yup, thats the problem...its still just a -3 LD to psykers, which only effects them in terms of perils in the warp or actual LD tests for morale and the like. The hive minds ability to cloud out the warp for other psykers to harness seems to be waning.

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  17. Did they just nerf Runic weapons?

    "Furthermore, model with a runic weapon adds 1 to Deny the Witch rolls"

    Well there goes my ability to stop Daemon summoning spam...

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    1. The way I read it that gives +1 to army wide deny the witch, unless I'm missing something. So potentially just as good

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    2. No, the model adds 1 to deny the witch rolls is only important when he makes them

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  18. Did I miss it? Daemons of Tzeentch did not seems to address / updated the +3 LD for psychic tests.

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    1. yep, I noticed that too. Im sure we ll get another FAQ fixing this in about 14 months

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    2. Or 8th ed in 24 months :)

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    3. They just have ld10 for testing for perils. Makes them more survivable when they wiff.

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    4. True and this is a very forgiving perils chart with 1/3rd most likely not even hurting you.

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    5. Unlike SitW, no update is needed for this. The point of the +3 to leadership for casting was to allow tzeentch daemons to have a low leadership without negatively impacting their ability to cast spells. Since casting spells is no longer tied to leadership, such a rule is no longer needed, though it's nice to have the bonus for perils anyway.

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  19. I call a grey knight nerf: new codex needed NOW to regain all psychic powers.

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    1. you kidding me? hammerhand is better. Every GK unit adds to your psychic pool - which means you'll actually have a chance to deny a lot of enemy blessings/conjurations and still cast in your turn. Sanctic powers are incredible - +1 invul, -1 save to demons, unlimited vortex grenades power? ridiculous. So much better than previously

      more like everyone will start taking GK allies

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    2. Gonna have to agree with Jonathan on this. The book powers were never that runaway awesome. The only thing I would consider a nerf would be the change to cleansing flame for purifiers and a loss of holocaust for paladins. Even then, I'm not too upset about it.

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    3. I agree with everyone. GK made out like bandits this edition, not as much as Daemons did, but still, really good...

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    4. While I'm going to miss my book powers (farewell fortitude), I'm pumped about some of our buffs. Lots of dispel dice, re-roll 1s for DtW (re-roll failures if you have a dread) are going to shut almost every other army down (daemons excluded)

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    5. I was mostly joking to be fair. Perhaps I didn't phrase it in the best tone. Hahaha

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  20. Can everyone please read the title "7th edition" in all of the errata. So no more pissy arguments over whether or not to call it 7th. Thanks.

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  21. Dark Eldar Harlequin Shadow Seer now as per Codex: Eldar. DE do have access to a psycher...

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  22. Boo no multi tracker and overwatch FAQ!!!!

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    1. The multi tracker is very straightforward. It states that the bearer may fire one more weapon than normal in the shooting phase. We cannot use it to overwatch specifically because of this wording.

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    2. You sir are my new best friend. I have played dozens of games against Tau, and always wondered just why the shooting in overwatch ALWAYS decimated me. Thank you.

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  23. So the Adeptus Sororitas and Grey Knights had a combi-crossbow that text wise caused a peril's on hit. In the old FAQ, it was mentioned that it was only on a successful wound. I'm not seeing it in the new GK FAQ. Any thoughts on this?

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    1. AS did not have a codex update, so it is the same as end of 6th (believe perils on an unsaved wound).

      GK Rules-as-written would now go back to the perils on a hit to a psyker. Which is at least possible now in 7th, so there is that.

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  24. Void shield generators had their rules concerning blast/template weapons fixed. They're now just a flat single hit. Had a lot of rules bickering floating around that one for a while, so I'm glad that cleared up.

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    1. And I'm happy with the ruling. Seriously, with how people were arguing about how it worked before (multiple hits on a unit meant multiple hits to the shields), it really wasn't worth taking.

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  25. So any ideas on how csm psychic familiar works now? Reroll ld tests on perils?

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    1. The old rule works fine in 7th it is just a re-roll on the test.

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    2. Yah thats still pretty good. Rolling 4 dice to get a warp charge 2 power off and rerolling if it fails is still a very high percentage that it will go off.

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    3. I'm waiting to see the % rolls for dice but I almost feel you need 3d6 for a warp charge 1 but for CSM you could do 2d6 and be gold.

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    4. Yeah you're right. Just thought it allowed to reroll failed ld tests to manifest powers. Silly me =)

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    5. Even a single die has a 75% chance of success on a wc1 power with the familiar.

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  26. Inquisitorial Psykers got a lot better ... 10pts to have access to a number of different tables ... I've been running 3 henchman squads with 3/4 to make their old power reasonable ... now I can drop back down to one and have wider witchfire !

    Result !

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    1. This has not been replicated (officially) to Codex: Inquisition.

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    2. Works for me as they are part of my grey knight list with coteaz

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  27. FINALLY ... farsight enclave wording is corrected ... and 4+ DtW 12" aura ^^(arthas moloch talisman ss)

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  28. Blood angels just lost all our special psychic powers and fast rhino hulls except for the baal.

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    1. this is such BS... I bought Vindicators for no reason. Also glaive encarmine is normal powersword, no +1 S on charge

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    2. I think the loss of Fast is down to the fact that GW got lazy and copy-pasted them from the other Codex FAQs... I can see this getting fixed soon

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  29. Is there no errata for the Adepta Sororitas? Or am I just blind?

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    1. Nope, it's not there...

      BUT. It's a digital-only release, which means there might be an update to it!

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    2. Let us know if they've made any changes to the combi-crossbow weapon. I'm interested to see if it will cause perils now on hit as originally worded.

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    3. No update to the digital ebook version yet, or Inquisition either.

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  30. Oddly Knight detachments can no longer contest - no Command Benefits!

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    1. Unless you take them as their own army, in which case some of them count as troops right? Or no?

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    2. They never could contest, they are vehicles. They could score, but not contest.

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  31. This is really hard to not type in all caps... but Ahriman can now cast three of the same power in the psychic phase, and he has access to Divination.

    Thus making Ahriman one of the most potent psykers, where he belongs.

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    1. DrBored, you're mah homie... but how can he take Divination now that the faq is out?

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    2. I'd probably go with psychic shriek 3 times actually. You can take out monstrous creatures in one turn with that kind of firepower.

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    3. It's 3 of the same witchfire. And he doesn't get divination =(

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    4. at least it's been clarified. Aspiring Sorcerers with Daemonology rolls. Yes please.

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    5. "at least it's been clarified. Aspiring Sorcerers with Daemonology rolls. Yes please."

      Where was this clarified? They still have to roll on the Tzeentch lore, than get the free primaris. So as a ML1 psyker they still can't pick anything else.

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    6. @Aasfresser

      +1 I was hoping that it was going to be changed but no dice.

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    7. having the Primaris as a result of "Chaos Focus" sounds like generating a power from Tzeentch, to me.

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    8. Follow up- I understand the rules for "Psychic Focus" but I'm not sure "Chaos Focus" follows them at all.

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    9. Pretty cool that Ahriman gets 5 psychic powers though.

      Chaos focus free
      1 Tzeentch power
      3 other powers.

      Thats pretty good utility. I would go telepathy every time to try to get invisibility/shrouding to be a great army support guy.

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    10. @Phosis - generating, but not 'rolling'. Per the codex, aligned CSM psykers must 'roll' at least one power from the god's lore.

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    11. I missed he "roll" wording. I thought it was "generate". Apologies all around

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    12. So lets talk Ahriman and his change. He can generate the same witchfire up to three times. So he will have Tzeentch's Firestorm and what other ones would you go for? If there a stand out witchfire that he can take that stands above the rest?

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    13. Matthew, I'd say it depends. If he has to roll on a Tzeentch power, anything is better than Firestorm.. I'd roll on Telepathy, see what you get, then if it's crappy go straight to Psychic Shriek for 3x shriek.. Unless you first rolled on Biomancy and got Enfeeble, then you could make sure you have Smite after that and smoke terminators with 3x smite and Enfeeble, assuming you have the warp charge to back all of these powers.

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    14. triple doombolt is nice, triple Breath of Chaos is probably pushing it in the WC department.

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  32. A fine example how GW cares about rules again:
    - "Forget" that FAQs and Erratas exist when redesigning the site to just a webstore
    - Store them on the BL page (because thats like the FIRST page a new player will visit when he wants to know something about the rules, right?)
    - Release new FAQ/Errata that hardly cover stuff that DOES need work while changing things that do not.

    Its kinda sad that the game is better without most of these clarifications. The changes to tyranids are just insulting.

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  33. Wow neither inquisition or adepta sororitas have faqs...
    Also glad I never bought a heldrake

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    1. They don't have FAQs because there aren't printed books. I guess if there happened to have a need for FAQ (not errata/amendments) there'd be a page up.

      Now, they haven't fixed the books yet... so yeah. I suspect they haven't gotten to fixing any of the eBook editions, but I don't have a way of checking that.

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  34. My poor blood angels :-( So many fast tanks gone.

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  35. Psykers, specially Librarians are totally heretics now. Great GW!!!

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    1. You choose maelific and you make your librarian a heretic.

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  36. Interesting enough SW got some buffs in this latest FAQ:
    - Wolf Lord's and Wolf Guard Battle Leader's Powerfist, Frost Axe, and Frost Blade now cost 10 points (down from 25)
    - Wolf scouts get to keep their bolt pistols (if I read it correctly). Kind of a buff? Not really going to rush scouts into CC (or play them for that matter) but its nice none the less.
    - Upgrade Rune Priest to ML 2 for 25 points (down from 50).
    - Access to Daemonology? Seems very non-space wolves to me but /shrug

    Might have missed something let me know if I did.

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    1. Well the Sanctic Daemonology is SW-ish (especially Gate -- 13 th Co anyone?)

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    2. Insane Bravado now clarified for Blood claws. They get D3 attacks in assault with the min of 2 attacks. Not much but still a buff none the less. I don't remember seeing this in the 6th edition faq

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    3. Yeah I can accept that. Sanc will make termy Rune Priest with Wolf Guard Termies pretty nasty. Lol Arjak with +2 involn.

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    4. Did you check that against the book itself? I thought it was the upgrade when the model was in Terminator Armor, which was ~10-15pts cheaper anyway (because the armor starts with a power weapon).

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    5. You're correct I just checked I was talking to a friend about the FAQ and he pointed it out and I got excited... If I could edit the post I would...

      Looks like the scout thing is also old. Just got a hold of the 6th ed FAQ.

      Looks like the amendment about Arjak having to accept and issue challenges is gone. Guess he goes back to allocating wounds on chars if possible.

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  37. This comment has been removed by the author.

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    1. Independent character is a special rule so you still have them character is just to clarify

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    2. I dunno about Mephiston. Sure, he lost Wings and Sanguine Sword, but, he DID gain Biomancy. Imagine him with Iron Arm and Endurance. Stick him in a Stormraven and drop him into an enemy DZ and have fun...

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    3. Mephiston just got nerfed bigtime. I expect that he will be a 175 point model soon.

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    4. I agree that he is overcosted now...

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  38. So, I'm confused about Necrons. The Gloom Prism, I'm assuming, only works on spells that target one of my units? They didn't really clarify, but that's what I'm assuming. Also, the Catacomb Command Barge, unless I'm reading that wrong, it can carry ANOTHER IC, even though the Overlord is a rider?

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    1. the way I read it, it can NOT carry an independant character, but only have an Overlord as its Rider
      so, no IC as rider, from my understanding

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  39. Abaddon can now once again be punished with spawndom or princedom when he wins a challenge. That it a really arbitrary and, frankly, mean spirited change.

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  40. Surely that's an oversight? We had about 3 or 4 pages of FAQs for 6th are you telling me that 3 of those pages fall away and we only got nerfed Helldrakes?

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    Replies
    1. I would think that a FAQ overwrites all other FAQs. So I would say yes.

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  41. Unless I missed it, they removed the part about Abbadon not being able to spawn/apotheosis.

    All Hail the return of Spawnadon, the Thrice plus Once Marked Spawn.

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    Replies
    1. Thats so retarded....it's always "give a little, take a lot" when it comes to GW and CSM. "Here Abaddon, now your 13A in challanges can spill over into an entire squad, oh but if you win you might drop from a 265 cc beast into a 30pt spawn." And then the Helldrake as well.....we have the weakest codex out there and then they decide to nerf the only thing which made us competitive.

      Seriously...I get it the Helldrake was busted in 6th, but at least TRY to bring us in line with other Armies.

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    2. What ticks me off most is that princedom is ALSO a huge downgrade for abaddon.

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    3. This is turning into the BRB "House Rule" edition for me, very quickly. So glad I havent bought this new book yet, my gaming group is already up in arms over how busted Daemons are that we might just have to make some concessions. We'll "forge our own narrative" without spending a fethton of $$ of this crap.

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  42. you can take 4 heralds as 1 HQ slot(like space wolves can take 2 HQ's per slot).

    and they changed it so any detatchment can take 4 for 1, not just the primary.

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  43. Seriously, hey don't even bother to mention Sisters?

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    Replies
    1. Nope, just a whole FAQ.

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    2. Sisters are digital only so their update is done purely as an update to the book.

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  44. So my rune priests will be hanging more with my longfangs running divination and/or running very deadly cqb squads. All equipped with wolf tails.

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