There is a good QnA going on right now done by Dariokan over on Bolter and Chainsword. Ive started it off here with what is being talked about, but as this is going on currently, it will be out of date very quickly.
Here is where it is.
http://www.bolterandchainsword.com/topic/321389-codex-supplement-angels-of-death-qa/?p=4362735
All information is via Dariokan. A huge thanks for doing this!!!!
Librarius:
Primaris is a witchfire
1 - WC2, reroll armor save (psyker and his unit)
2 - WC1 beam, 20"
3 - WC1 blessing, targets the psyker. Gives fearless, AW. Give a 4+ invulnerable bubble of 12"........ against witchfire power only.
4 - WC1 targets the psyker. +2 S, T, I and A.
5 - WC1 roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.
6 - WC2 1 enemy unit, 24". -2 to invul saves (min 6+). This is the new nullzone.
Technomancy
Primaris is a malediction, enemy vehicule at 18". Basically takes control of one of the vehicule weapon for that turn. (roll 1D6 against your opponent)
1- WC1 friendly vehicule at 24". ignore crew shaken, stunned and gives POTMS, or +1 BS if the vehicule already has it.
2- WC1 focused WF at 18". D3 S1 AP- hits withhaywire
3- WC1 blessing at 24". Gives back 1HP, or repairs immobilisation or weapon. Gives IWND.
4- WC2 blessing at 24", vehicule unit. +1 AV to all sides OR non vehicule unit +1T.
5 - WC1 beam 18" haywaire, S1.
6 - WC2 focused WF, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. Nice !
Fulmination
Primaris: WC1 WF, S5AP5 Assault SIX
-1 WC1 blessing for the psyker. 3++ save.
-2 WC1 nova, 9", S1 haywire
-3 WC2 WF, S5AP4 assault D6. Jumps to enemy units at 6" of the promary target on a 4+. Same effect.
-4 WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.
-5 WC2 blessing, 18". Move target unit by 18".
-6 WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike.
Geokinesis
Primaris: WC2 Forces a dangerous terrain test without armor save, single unit. Basically it is a wound on a roll of 1? Invuls are allowed
1 WC1 blessing, 18" gives back D3 wounds + ITWND for the remaining of the turn
2 WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap.
3 WC1 malediction, ALL ENEMIES WITHIN 18". They are considered to be in dangerous terrain, and cannot run, boost or flat out. Nice.
4 WC1 blessing, 24". Single unit. Give MTC and Ignore cover to all weapons. Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters. Wow, great!
5 WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits;
6 WC3 24". Move a piece of terrain by 24", including models in it. (force a dangerous terrain test).
What are the command benefits and any restrictions for the Fist of Medusa Strike Force?
-Two warlord traits, second must be rolled on Tactical or Strategic
-12" around any IH IC : +1 to FNP and Vehicules of the force have POTMS. Split fire with predators !
Tell me about the Sternhammer
Sternhammer , the gladius for Imperial Fists
-all models are Stubborn while the warlord is alive,
-you reroll all missed shot while firing bolter, not 1 (including special ammo smile.png)
-+1 to building penetration (yay)
Are the details for the psychic powers in the book?
4 new disciplines : Librarius, Technomancy, Fulmination and Geokinesis.
Librarius:
Primaris is a witchfire
1 - WC2, reroll armor save (psyker and his unit)
2 - WC1 beam, 20"
3 - WC1 blessing, targets the psyker. Gives fearless, AW. Give a 4+ invulnerable bubble of 12"........ against witchfire power only.
4 - WC1 targets the psyker. +2 S, T, I and A.
5 - WC1 roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.
6 - WC2 1 enemy unit, 24". -2 to invul saves (min 6+). This is the new nullzone.
Technomancy
Primaris is a malediction, enemy vehicule at 18". Basically takes control of one of the vehicule weapon for that turn. (roll 1D6 against your opponent)
1- WC1 friendly vehicule at 24". ignore crew shaken, stunned and gives POTMS, or +1 BS if the vehicule already has it.
2- WC1 focused WF at 18". D3 S1 AP- hits withhaywire
3- WC1 blessing at 24". Gives back 1HP, or repairs immobilisation or weapon. Gives IWND.
4- WC2 blessing at 24", vehicule unit. +1 AV to all sides OR non vehicule unit +1T.
5 - WC1 beam 18" haywaire, S1.
6 - WC2 focused WF, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. Nice !
Is there a formation for devestator centurions? Cheers
Nope, sorry...
Psychic powers, continued:
Fulmination, because librarians FULMINATE! Erm...
Primaris: WC1 WF, S5AP5 Assault SIX
-1 WC1 blessing for the psyker. 3++ save.
-2 WC1 nova, 9", S1 haywire
-3 WC2 WF, S5AP4 assault D6. Jumps to enemy units at 6" of the promary target on a 4+. Same effect.
-4 WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.
-5 WC2 blessing, 18". Move target unit by 18".
-6 WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike.
Is there anything new for the Ultramarines? Is the Skyhammer formation in there? :-D
Hey brother in blue :)
Basically costs the same price as the "normal" TDA, but with a 4++. Is free for the captain since he has a Iron Halo, and he gets to reroll 1's of its invulnerable save. Gives the S&P special rule :(
The unit has not access to assault canons nor cyclone missile launchers, but can take a grenade harness and other very minor tweaks. Overall pretty disappointing.
Nothing new for specifically for the Ultra, but the new formations and units can be taken by anyone. (not detachment, which are, of course, chapter specific)
And YES the Skyhammer Annihilation Force is here, and as broken as ever :) (DS turn 1, relentless and charge for reserve, suppressing fusillade and jump packs used both in movement and assault, + rerolls on to hit and wound an unit that has been suppressed.)
Is there a black templars detachement? If so can you give us the details, thanks.
No, so no.
Any chance of the salamanders detachment rules, salamander warlord traits and their relics?
Two warlord traits, second is rolled on the personnal table.
+1 to flamer's strength
If a unit remains stationnary, gains fearless for one turn (crap).
Relics :
A master crafted PF that can trade all attacks for one at S:D.
A flamer S4AP4 that can torrent (not on characters, replace a special weapon)
A mantle that gives EW
A book that give +1S to pyromancy powers and give Molten Beam from that discipline.
A crozius that gives once per game +1 A to the chaplain unit
A 30" master crafted rending bolter;
Is there a black templars detachement? If so can you give us the details, thanks.
To add to this, is there any interaction between the Fist stuff and Templars? IE: Can Templars take any of the relics, use the sternhammer, etc?
There is a CF and BT warlord table. I guess the Sternhammer can be taken by the CF since they have the same tactics. Wording says "All units in the detachment must be drawn from the Imperial Fist Chapter". No more no less.