Assault on Black Reach Ork Nob Raffle!
Posted by
Jawaballs
at
3:03 PM
Over at Assault on Black Reach there will be a raffle for the Black Reach Nob I painted in celebration of the release of my set of tutorial videos. Check here for details.
Warhammer 40k Blood Angels: 2nd Company Banner
Posted by
Jawaballs
at
10:04 AM


I thought some of you might enjoy this. I am making a full sized 2nd company banner. I am using a heavy fabric banner made by a friends wife, and painting it with Acrylic paint. I will keep this post updated with pictures as I work in it!
I added another picture. It is nice having an army of middle school kids at my disposal to do my dirty work! "So class, today we get to learn how to underpaint..."
Salamanders
Posted by
Jawaballs
at
1:22 PM
Hey guys, what colors are used to paint Salamanders? Is it the Dark Angels Green, Snot Green, Goblin Green trio? I will be doing a How to Paint Salamanders series of videos, but I want to keep the color scheme simple like my Blood Angels.
Blood Angels: Veteran Assault Squad vs Honour Guard with Second Company Banner
Posted by
Jawaballs
at
11:03 PM
Ok, soo, after thinking about it, I decided to switch my VAS in my standard list to the HG. Really, the only difference is that the HG can take upgrade troopers. But also, I belive I can deploy it attached to Dante in some missions that might leave my VAS forced to deploy in reserves. Can any one confirm/deny this? It would be a nice help to start them on the table in those dumb missions that only allow troops and HQ to start. I am also thinking about switching one of my Death Company Furioso Dreads to a normal Furioso and buying back my 2nd company banner. It grants the squad, and attached characters an additional close combat attack, as well as reroll all failed morale. I figure that the squad getting an extra guaranteed attack each, plus Dante getting in one more hit at his initiative will more then equal out the 1 to 3 bonus attacks that my Dread may get. Since I tend to use them in unison, I think the trade off will be worth it.
Blood Angels March On: Blood Angels vs Grey Knights
Posted by
Jawaballs
at
1:33 PM
So, a splinter cell of Grey Knights lead by an upstart inquisitor decided to attempt to bring the purging light to Dante and his Second Company based on rumors of heresy. Well, the Emperor's shining grace smiled brightly upon Dante this day. After 3 rounds of combat, the remaining Grey Knights were kneeling in subservience and pledging oaths of servitude to the Blood Angels in exchange for their heretical lives. No quarter was given and mercy was granted in swift and painless executions of all but one of the weak and sniveling grey ones. He was stripped of his armor and given a small shuttle to fly back to to Ordo Malleous with a message. "The Blood Angels are Sanguinius Incarnate and above the suspicion of warp spawn priests."
I played Fritz's new Grey Knight army list on Friday, and it was a blood bath. He was entirely outmatched from the beginning. He played a GK Land Raider, 6 Terminators with Brother Captain, 3 squads of 8-10 strong GKs, one embarked in the LR with the Inquisitor in Power Armor, and a GK Dreadnought with TL Lascannon and Missle Launcher. I played my standard BA list.
The mission was 5 loot counters with a 12 inch deployment zone. He deployed first and lined up in a charge to head straight for my side of the board where most of the loot was. I matched his deployment with my standard formation as discussed in a previous post. DC infront of the Dreads lead by Bro Corb, the Vets and Dante supporting, with the heavy weapon teams giving support from the flanks, the Baal and Vind providing spear head armor, and my troops squads ready to go grab objectives.
I failed to win the initiative and he went first. He moved his LR up 12 and popped smoke. His Dread and GKS shot but only killed 1 DC and 1 Dev trooper. On my turn, I moved up and was able to assault his LR. My Lascannons killed his Dread and took a Las off the LR. My devs killed most of a squad of GKs with Plasmacannon fire, along with help from the Baal. My vindicator moved to flank. In the assault, the LR was imobilized.
Turn Two his Inquisitor disembarked and assaulted the Baal, failing to hurt it. His Terms came down, but had no shots. At the end of his shooting, I was still only down 1 DC and 1 marine. My shooting reduced the rest of the squad of GK I had been fireing at. My remaining DC moved on another squad of GK. The LR was relieved of its other Las and I redeployed my Vind to go deal with his terms. I tank shocked the Inquisitor who decided to Death or Glory... he failed and was crushed below my treads. In the assault, my DC killed a few GKs, the LR was destroyed and the passengers disembarked.
Turn three ended it. He had 4 GKs locked in CC with some DC. A squad of Terms, A Calidus assasin, and a squad of GKs. He had to kill my 3 troop choices. He brought in the assasin, who managed to kill my Lascannon Combat Squad. But she was lined up for counter assault by my assault squad. He tried to shoot up my other combat squad who was on an objective, but only killed one. At the end of his turn, all of his remaining troops were lined up for vicious assaults from my forces. The Vindicator was about to drop a blast on his entire squad of terms, Dante, the Baal, Corb, 2 dev squads and a combat squad were about to tear apart his last GK squad, and my other furioso was about to go assault his last GK squad. None would survive. So I offered poor Fritz an honorable surrender and execution. All of the GKs were put to the sword. Save one.
Glory to the Emperor and Sanguinius.
I played Fritz's new Grey Knight army list on Friday, and it was a blood bath. He was entirely outmatched from the beginning. He played a GK Land Raider, 6 Terminators with Brother Captain, 3 squads of 8-10 strong GKs, one embarked in the LR with the Inquisitor in Power Armor, and a GK Dreadnought with TL Lascannon and Missle Launcher. I played my standard BA list.
The mission was 5 loot counters with a 12 inch deployment zone. He deployed first and lined up in a charge to head straight for my side of the board where most of the loot was. I matched his deployment with my standard formation as discussed in a previous post. DC infront of the Dreads lead by Bro Corb, the Vets and Dante supporting, with the heavy weapon teams giving support from the flanks, the Baal and Vind providing spear head armor, and my troops squads ready to go grab objectives.
I failed to win the initiative and he went first. He moved his LR up 12 and popped smoke. His Dread and GKS shot but only killed 1 DC and 1 Dev trooper. On my turn, I moved up and was able to assault his LR. My Lascannons killed his Dread and took a Las off the LR. My devs killed most of a squad of GKs with Plasmacannon fire, along with help from the Baal. My vindicator moved to flank. In the assault, the LR was imobilized.
Turn Two his Inquisitor disembarked and assaulted the Baal, failing to hurt it. His Terms came down, but had no shots. At the end of his shooting, I was still only down 1 DC and 1 marine. My shooting reduced the rest of the squad of GK I had been fireing at. My remaining DC moved on another squad of GK. The LR was relieved of its other Las and I redeployed my Vind to go deal with his terms. I tank shocked the Inquisitor who decided to Death or Glory... he failed and was crushed below my treads. In the assault, my DC killed a few GKs, the LR was destroyed and the passengers disembarked.
Turn three ended it. He had 4 GKs locked in CC with some DC. A squad of Terms, A Calidus assasin, and a squad of GKs. He had to kill my 3 troop choices. He brought in the assasin, who managed to kill my Lascannon Combat Squad. But she was lined up for counter assault by my assault squad. He tried to shoot up my other combat squad who was on an objective, but only killed one. At the end of his turn, all of his remaining troops were lined up for vicious assaults from my forces. The Vindicator was about to drop a blast on his entire squad of terms, Dante, the Baal, Corb, 2 dev squads and a combat squad were about to tear apart his last GK squad, and my other furioso was about to go assault his last GK squad. None would survive. So I offered poor Fritz an honorable surrender and execution. All of the GKs were put to the sword. Save one.
Glory to the Emperor and Sanguinius.
Blood Angels vs Iyanden Eldar Battle Report
Posted by
Jawaballs
at
5:59 PM
Today I played a 1750 game vs Iyanden Eldar.
I used my new standard army list:
Dante
Corbulo
5 man Troop Assault Squad
10 man Tactical squad
5 man combat squad flamer
5 man combat squad Lascannon
4 Death Company with Jumppacks
5 man VAS
Power Weapon x2
Flamer
x2 Furioso Dread
Death Company
Extra Armor
Heavy Flamer
Baal Predator
Heavy Bolters
Storm Bolter
Extra Armor
Vindicator
Storm Bolter
Extra Armor
10 man Devastator Squad
Multimelta
Plasmacannon x2
Lascannon
My opponent had 1 Wraithlord, 2 Warwalkers with 2 starcannon each, 8 man Pathfinders, 3 Guardian squads with Missle Launchers and warlocks, Farseer guide and doom, Wave serp twin linked Brightlance, 5 Wraithguard, warlock, Falcon pulse, scatter shurikan.
The game was for 5 loot counters and we played take ground, he deployed first. He set up all of his troops close to his table edge. On my right he put the pathfinders in cover, with the Wave serp and Wraiths inside of it. He put 2 guardian squads in the center, exposed, and one more in cover on a loot counter. His falcon was deployed behind cover, as well as his walkers which scout moved out. His Lord was just hanging exposed.
I placed Dante and the VAS on the left, the devs, Las combat squad, and vindicator in good fire positions with a nice arc over the battle field, and I placed my DC in a line as far up as possible, with the Furiosos right behind them, and Corbulo right behind that. My strategy is simple. Full out charge. My opponent knows and fears the Death Company, even if they have never played me. The only thing is that they dont know that the DC are now chumps. With the nerfed rending, and the fact that any ap3 and better weapon denies their Feel no Pain, they get shot down like wimps. SOOO, I simply use them as a diversion. I line them up infront of the Furiosos and Corbulo. My opponent will definitely fear the DC more then the dreads, so he will shoot them up as much as possible. He will fire as much as he has to at them to kill em. That will usually result in my Dreads surviving the first round of shooting. Which was the case today. He fired first, and pumped a lot of shots into the DC. They did not survive the round. That was about all he shot aside from shaking my Baal.
On my turn, I moved them up 6 and popped smoke and followed them with Corb. I moved the Baal 18 to the left, and kept it behind cover. Dante and the VAS took up a position to assault in turn 2. The rest of my troops stayed put to grab objectives later, or fire their heavies. On shooting, I ran the dreads, and rolled 6 for both of them. Can any one confirm that I can pop smoke then run? We had the consensus at the store that I could. I arranged them so that they were protecting Corb. I wounded his lord with heavy weapon fire and killed a few guardians with the vindicator.
Round 2:
My opponent figured out he was in deep doodo. My dreads were in range to assault the crap out of him. He moved over his Serp and unloaded the Wraithguard within range to shoot the dreads. He also moved his Lord and walkers over to shoot at it too, as well as his Falcon. You might figure out what happened next... After about 16 shots that coud have killed the dreads, they both were still standing. I made all of the smoke saves and they remained only shaken thanks to extra armor.
On my movement, I moved up the dreads to assault, one went for the Lord and the other went for the wraiths. He pulled his rangers and guardians back so I had to move Dante and his VAS up again before assaulting. I moved the Baal out 6 from behind the cover, and surprised the crap out of him by shooting all of its guns at a guardian squad... The dreads were unable to fire their weapons. My heavies took their toll, they killed a walker and knocked the gun off the falcon. My troops just got into good cover positions, prepared to claim the objective on turn 5. When I assaulted, Corbulo and one dread charged the wraiths, killing a couple, and the other dread killed the lord. Furious Charge on a Death Company Furioso... He rolled a 6 for the extra attacks by the way... giving him 7 attacks, minus 1 for being shaken at initiative 5... the Wraithlord had no chance.
Round 3:
Opponent had his morale broken. But fought on. He moved his lone warlock up to assault the Baal, which was successful... Baal exploded. He hit the Vindicator with twin linked Brightlance from the serp...exploded. Good shooting. On his assault, Corbulo and the Dread finished off the Wraith and their warlok, but lost the dread in the process. The other dread managed to live, killing off all of the guardians of that squad, but leaving the Farseer and Warlock. He assault the VAS with his rangers, killing one vet, but they all the rangers died.
On my turn, things went very badly for him. Dante broke off to kill the Baal killing warlock. The VAS moved up to wipe out another Guardian squad. My heavy weapons shot at the serp and falcon, imobilizing the serp and shaking the Falcon. In assault, Corbulo joined the last Dread trying to save it. He got the Farseer base to base and laid into him, but failed to wound. The furioso killed the last member of the guardian squad but was killed as well. Corbulo was killed by a squad of Scorpians who joined the mess. The farseer was also killed by the Dread. The Vas wiped out their Guardians, killing the last of his troop choices but leaving themselves in the open... It mattered not though, the game was mine to lose. After wiping out his troops all I had to do was claim one objective to win.
Turn 4:
He moved up his Falcon to contest a loot counter. He shot up my VAS and killed them all with Starcannons. There was nothing left for him to do at this point. All he could do was try to tank shock my guys off the objectives, but I had 3 troop squads on 2 different counters.
On my shooting it was all moot. My Devs exploded the Falcon, ending the game. He had nothing that could contest my loot counters. I had 3 scoring units, he had none. He conceided the game to me.
Who was the MVP??? Corbulo and his crazy Death Company Dreadnoughts. They moved up, absorbed a sick amount of fire power, then still managed to kill 2 full squads and deny my opponent the chance to claim an objective. My decision to start them on the table, and instead of buying them Drop Pods use the points to buy Corbulo really worked well. Using the Death Company as a moving shield for them is also a great tactic. My opponents are so afraid of the DC that they ignore the real punch of the army, the Baal Pred, the Dreads, and Dante and his VAS. This will be my final list for the Grand Tournament in Baltimore. :)
Blood Angels Codex: Baal Predator
Posted by
Jawaballs
at
8:18 AM


The Baal Predator is a versatile and Useful. With Storm Bolter, Heavy Bolter Side Sponsons and its Assault Cannon, it can unleash 12 shots on a target. AND it is the only tank I know of that can move 6 inches and fire ALL of its guns. Provided that you roll a 4+. Finally, with its 13 front armor, if its guns have been destroyed and it can still move, it can move 24 inches and RAM! Its front armor gives it a good chance of living but it will hit with a STR 10 shot. Can be pretty surprising for sure. :)
Assault on Black Reach! Here are the two models included with White Dwarf.
Posted by
Jawaballs
at
7:08 PM
Sweet.
Blood Angels, Ultramarines, Dark Angels and Black Templars
Posted by
Jawaballs
at
11:00 PM
The first 3 sets are finished and now available on DVD. Black Templars are in progress and almost complete. Simply click the link at the top right to purchase the sets. The set includes ALL of the videos, including footage not uploaded to youtube, as well as a collection of high res still shots. Feel free to comment with questions.
Complete set of Blood Angels videos is now available
Posted by
Jawaballs
at
9:14 PM
Tired of having to search through Youtube to find the videos you want for each step of painting your models? Want to see the videos in High Definition? Now you can purchase the complete set of videos on DVD! You also get a collection of High Def pictures of the models used in the videos to supplement your set. Simply click on the paypal link at the top right of my blog and make sure the proper delivery address is included in your profile. The DVD is selling for 9.99 plus a 2 dollar shipping charge. Enjoy!
Warhammer 40k: Apocalypse! The Horus Heresy
Posted by
Jawaballs
at
5:05 PM
Feel free to add any input. I plan on adding 3 more minutes to the video showing picturs of the actual fight... keep watching!
Warhammer 40k: New Video, check it out! Its posted at the top of my blog.
Posted by
Jawaballs
at
9:28 PM
Check out my new vid!
Warhammer 40k: Is 5th edition the death of creative modeling?
Posted by
Jawaballs
at
11:29 PM
Peek a boo!
Ok, so, the models posed together are logically the same size right? They are both space marine models after all, and are probably on average the same height and stand about the same number of feet/inches/centimeters tall right?... Well, not so says 5th edition! The new Line of Sight rule means that if a target can be seen, it can be fired on. SOOOO, GW is saying a big fat screw you for modeling up your figures in action you crafty artists! Welcome to the new poop on you rule! Do you use nicely sculpted bases instead of our plain and boring standard bases??? Shame on you. Do you have the brashness of putting an assault marine on a post to simulate a landing jump pack warrior?? Well sorry sucker! Forget the idea that the pose is just a snap shot of time, and that model was captured in the act of landing. No wait, the rule book says that most people will have the sportsmanship in the spirit of the game so as not to punish players who take the time and effort to add some individualistic flair to their armies... WHERE ARE THESE PEOPLE??? I have yet to play a game where some guy has not fired a Lascannon shot at my Commander Dante who is taking cover behind a tank/tree/wall because he can "draw line of sight on his head". My explanations of "but wait, he is on a raised base to look cool, shouldn't you not fire on him in the spirit of good sportsmanship?" are met with dull stares and "well...the rule says I can shoot at his head and torso...so I can..." I have also gotten "His arm is actually considered part of his body." in reference to a model who I posed with his arm up above his head in a "the moment before he strikes." pose and Dante who comes with his arm outstreatched as high as his head...
Well Bah, I relent. I give up. In the spirit of fielding a Blood Angel's army that can actually compete, I have decided to make changes to my bases. Observe, the picture of the lonely death company model. He is on a boring GW base. His arms are close to his body and not above his head or extending out from the base. You win power gamers! You win.
Warhammer 40k Space Marines: New Codex Confirmed Rules
Posted by
Jawaballs
at
3:46 PM

This is copy and pasted from my buddy Fritz at Way of Saim Hann.
HQ
Chapter Master
- Ws6 Bs5 S4 T4 W3 I5 A4 Ld10 Sv3+
- May take a Relic blade and Storm Shield.
- May take Artificer Armour.
- Has around 20 Options
- May take Terminator armour, Jump Pack or a Bike
- Gives a one shot Orbital Strike which is S10 Ap1.
- Has a Bolter, may upgrade to Storm Bolter, Combi Plasma, Combi
Melta, Combi Grenade Launcher
- May replace Bolt pistol and CCW for pair of Lightning Claws or a
Relic Blade
Captain
- Ws6 Bs5 S4 T4 W3 I5 A3 Ld10 Sv 3+
- May take a Relic blade and Storm Shield.
- If he takes a bike, Bikes may be taken as Troops
- Much the same options as above, does not have the orbital strike.
Chaplain
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Price is about the same.
- Comes with Crozius and Rosarius
- Still allows rerolls to hit.
- Makes unit with him Fearless
- Can replace his bolter with storm, combi-, powerfist, plasma pistol.
- When taking terminator armour he replaces "power armour, boltgun,
frag and krak grenades for Terminator armour and" one shooting weapon.
Librarian
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Has gotten cheaper.
- Comes with Force weapon and Psychic Hood
- May have 2 powers.
- May be upgraded to an Epistolary which allows the use of two powers
a turn. Apparently this is expensive.
- Psychic hood now has a range of 24" (whether it means that the
power is within 24", or the Psyker I dont know)
- 9 powers:
Avenger - essentially an AP3 heavy flamer,
Force Dome - 5+ invulnerable for Librarian and squad until end of
next player turn,
Gate of Infinity - Librarian and squad Deep Strike back within 24",
but with minor risk...,
Machine Curse - shooting attack causing Glancing Hit on 1 vehicle
within 24",
Might of the Ancients - Librarian gains strength 6 and rolls 2d6
armour penetration.
Null Zone - all enemy units within 24" re-roll successul invulnerable
saves for rest of player turn ,
Smite - 12" range, assault 4 St4 AP2,
Quickening - gains Fleet and Ini.10,
Vortex of Doom - 12" St10 AP1 Heavy1 Blast...failed test = blast
centred on Librarian without scatter.
Master of the Forge
- Ws4 Bs5 S4 T4 W2 In4 A2 Ld10 Sv2+
- Comes with Servo Harness
- Has Conversion beamer which gets stronger and more powerful the
further away he is firing, in three stages. Maxes out at S10 Ap1
Large blast at 72"
- Allows Dreadnaughts to be taken as Elites AND heavy support if he
is there.
Honour Guard (?-10)
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld10 Sv2+ 30+ points as standard.
- Can only be taken if a Chapter Master is present in the army.
- Artificer Armour and power weapon as standard.
- Can take Relic Blades which are a two handed power weapon that
gives St6.
- Can take Aux. Grenade launchers.
- One may take a Chapter Standard which, if it still has the same
rules as now, gives them Counter attack.
- They may take a Chapter Champion, Champion is WS 5.
- Chapter Champion must direct attacks against enemy Independant
characters if he can.
- May NOT take Storm Shields.
Command Squad:
- May only be taken by captains.
- 4 vets and 1 apothecary, Company Champion is an optional upgrade
for one model.
- Chainsword and either bolter or pistol as standard.
- They can have bikes.
- Any can replace pistol or sword with: Storm Bolter, Flamer, Plasma
gun, Meltagun, Combi-whatever, power sword or fist, lightning claw,
thunder hammer.
- Pistol can be replaced with Plasma Pistol.
- Melta bombs and Storm Shields can be taken by anyone.
- Apothecary gives the unit Feel no pain
- One may take a Company Standard which, if it still has the same
rules as now, gives them Counter attack.
Kor'Sarro Khan, Captain of the White Scars 3rd Company
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Gives models in his unit hit and run and Furious Charge.
- Moondrakkan is a bike he may take. It's a bike which can use the
Run ability and can also Fleet
- Moonfang- A Power sword. Any 6's on the to wound roll become
Instant Death.
- May exchange Chapter Tactics for Outflank.
Kayvaan Shrike
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Jump pack, Iron Halo and master crafted rending lightning claws.
- May exchange Chapter Tactics for Fleet.
- He has Infiltrate and gives it to his unit.
Pedro Cantor
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Storm Bolter (Assault 4 and AP 4) and Powerfist
- Sternguard in his army count as Scoring units
- May exchange Chapter Tactics for Stubborn.
- All friendly units within 12" receive +1 attack.
Marneus Calgar
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Can be fielded in either power armour or terminator armour. Has an
Iron Halo with either.
- 2 Powerfists and a Stormbolter (Assault 4 AP 2)
- He has a power weapon which he is allowed to use (only when in
artificer Armour?)
- Eternal warrior.
- His Chapter Tactics allows his army to choose to pass or fail any
Ld tests.
- May reroll any failed to wound rolls in both shooting and hand to
hand.
- May take 3 squads of Honour Guard, if they are all 10 man. These do
not take up FOC slots.
Chaplain Cassius
- Ws5 Bs4 S4 T6(!) W2 In5 At3 Ld10 Sv 3+
- Feel No pain
- New background.
Chief Librarian Tigurius
- Knows all(!) the psychic powers available to the marines.
- May use 3 powers per turn.
- Allows army to reroll any reserve rolls.
Captain Lysander
- Ws6 Bs5 S4 T4 W3 In4 At4 Ld10 Sv2+
- Thunder hammer is Master Crafted and gives Lysander S10, he also
adds +1 to the damage against vehicles
- Storm Shield (3+ invulnerable save for him)
- Eternal Warrior (Again?!)
- Bolter Drill- The Squad he is with is allowed to reroll misses with
Bolters, bolt pistols, storm bolters and heavy bolters.
- Allows one piece of terrain to be fortified, to give +1 to its
normal cover save.
- May exchange Chapter Tactics for Stubborn.
Captain Sicarius
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv3+
- 1 tactical squad gets Counterattack, Infiltrate, Scout or Tank
hunters for free.
- An army led by captain Sicarius may re-roll the dice when
attempting to seize the initiative.
- Blister pack allows for bare head & helmet in hand or wearing
helmet with plasma pistol in hand.
- His mantle gives him Feel no pain(?)
- Is able to kill a Wraithlord in one hit with his wargear(?)
Vulkan He'stan
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+
- Chapter tactics allows all meltas and flamers to become twin linked
and all Thunder hammers to become Master Crafted.
- 3+ invulnerable (GAH!)
- Heavy Flamer (which rerolls to wound)
- S6 Power weapon, Master Crafted
Brother Chronus
- Upgrade for a Space Marine Vehicle
- Gives it Bs5 and allows it to ignore Crew Stunned and Crew Shaken
results.
- If vehicle is destroyed he can scurry away and crew another one.
Scout Sergeant Telion
- Upgrade for Scout Squad
- Can give his BS of 6 to another scout in the unit.
- Armed with a long range 'stalker' pattern boltgun with the pinning
and rending special rules.
Elites
Sternguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Come with Bolters and 4 Kinds of Specialised round
- Dragonfire bolts- Normal Bolter, Ignores cover
- Hellfire Rounds- wound on a 2+.
- Kraken bolts- 30" range, S4 Ap4 Rapid Fire
- Vengeance rounds- 18" range, S4 Ap3, Rapid Fire, Gets hot
- Can Upgrade bolters to Storm Bolters (lose the specialist rounds)
- Can take Combi weapons (keep the rounds).
- Can also take from a small list of special and Heavy Weapons
(Flamers, Heavy flamers and such.)
- One of the Sternguard can take a Powerfist or Power weapon
- They may choose which round to use each turn.
Dreadnaught:
Just like now, also may take twin CCW's or twin autocannons.
Venerable Dreadnaught:
WS and BS 5, with most of the Dreadnaught' s basic weapons options.
Ironclad Dreadnaught:
Basic Dreadnaught Stats with front and Side armour 13.
- Probably comes with a Heavy Flamer rather than a Storm Bolter
- Can take a Hunter Killer
- Has Move through Cover.
Terminators( 5-10)
- Basic Terminators just like now.
- Cyclone Now Heavy 2
- 1 Heavy weapon, 2nd may be purchased if squad has 10 models.
Assault Terminators( 5-10)
- As now.
Techmarine
- Comes with a 2+ save.
- Allows one piece of Cover in his deployment zone become +1 to its
cover save.
- Still has servitors. May choose to leave them.
Legion of the Damned
- WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv 3+ invulnerable
- Their Sergeant has Ws5
- They always Deep Strike, but reroll scatter if they want.
Troops
Tactical Marines(5-10) :
- Start at 4 marines and a sarge for 90 points, full squad is 165.
- Sergeant is included in cost, may take powerfist, storm bolter,
combi-bolter.
- Variable squad sizes are possible.
- Special and Heavy weapons are unavailable unless there are 10
marines in the unit, but then they get free Flamer and a free
Multimelta or Heavy Bolter or Missile Launcher. Meltagun- 5 points,
Plasmagun 10, Lascannon- 10, Plasma cannon- 5
- Bolter, Polt Pistol, Frag and Krak grenades as standard. (NB: they
do NOT have a CCW)
- Sarge can take Power weapon, Power Fist, Lightning Claw, Plasma
Pistol, Storm Bolter, Combi Flamer, Combi Plasma, Combi Melta (and
maybe combi grenade Launcher)
Scouts
- Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+
- Sergeant is WS4, BS4.
- Sergeant may take combi-weapon, plasma pistol, power weapon or
powerfist.
- Shotguns probably S4
- May be an option for Teleport Homers.
- Their Heavy bolter can take hellfire Rounds
- Squads can be equipped with camo cloaks, granting the Stealth USR.
Bikes
- Requires a Captain on a bike.
- Requires 5+ bikes. For details of bikes see Fast Attack options.
Rhino:
- Probably will drop to 35 points ala Dark Angels and Blood Angels.
Razorback:
- Comes with heavy bolter included in cost.
- May upgrade to: twin-linked heavy flamer, twin-linked assault
cannon, twin-linked lascannon, lascannon and twin-linked plasmagun.
Drop Pod:
- Drop pod assault means that Half of all Drop pods come in on the
First turn (GW doesnt want Deep striking armies to come on turn 2 or
later...understanda ble)
- Drop pods in the first wave can act as guiding beacons for pods in
the Second wave.
- Costed at slightly more than 2 marines.
- Holds 12 marines or 6 terminators or 1 Dreadnought or 1 thunderfire
cannon.
Fast Attack
Bikes (3-8+trike):
-May combat squad, requires 8 bikes plus an attack bike. Divides into
4B/4B+1AB.
Attack Bikes (1-3):
- Must pay for Multi-Melta.
Scout Bikes (3-10):
- Can upgrade bike with a grenade launcher
- Can booby trap areas of terrain with hazardous cluster mines.
- Sergeants can be equipped with locater beacons. These function as a
teleport homer for any deep-striking unit (drop pods, jum packs etc.)
Assault Marines (5-10):
- Sergeant may take a Storm Shield or combat shield.
- Only sergeant may have melta-bombs.
- Special weapons are 1 for every 5 models
- Specials include flamers and plasma pistols.
- May remove jump packs and get a free rhino or drop pod in return.
Vanguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Sergeant may take a Relic blade and Storm Shield.
- Come with Bolt Pistol and Close Combat weapon, can all take from a
bunch of upgrades including: Power weapons, Power fists, Lightning
claw (yes, one)
- Probably have an option to take Bolters
- May also take Combat shields and storm shields.
- Jump packs are an upgrade which gives them the Heroic Intervention
rule. May take a transport instead.
- Heroic Intervention allows them to assault the turn they Deep
strike.
Land Speeders (1-3):
Pretty much as now.
- Typhoon missile launchers fire as Heavy 2 missile launchers.
Land Speeder Storm:
- Has a Jammer which disrupts deep striking close by.
- Scouts charging from it -2 from the enemy Ld.
- Carries 5 scouts (and scouts only) and counts as Open Topped
Heavy Support
Thunderfire Cannon
- Has techmarine crew.
- Can fire in 3 different ways (all heavy 4): St 6 AP5 blast, St 5
AP6 blast ignores cover, St 4 AP- blast causes difficult terrain test
in next turn/dangerous terrain for vehicles(inc. skimmers)
- May be mounted in a Drop Pod.
- Techmarine attendant can bolster defences, providing a 1 point
bonus to the cover save of a single ruin in the Space Marine
deployment area.
Predator:
Pretty much how it is in Codex: Blood Angels (i.e. expensive)
Vindicator:
- Siege Shield allows it to auto-pass terrain tests.
Devastator:
- Sergeant has a Signum, allows one Marine to fire at BS 5.
Whirlwind:
- Has BA/DA style ammo. (Including incendiary?)
Land Raider
- Machine spirit allows an extra weapon than allowed to be shot at
any available target.
- Multi Melta is now a pintle option for all variants.
- Can Carry 12 models
Land Raider Crusader
- Machine spirit as above
- Frag Launchers as normal (useful too, now.)
- can carry 16 Models
Land Raider Redeemer
- Machine Spirit as normal
- Redeemer cannon: Range- Template S6 Ap3 Heavy 1
- Transport Capacity: 12 models
Not unit specific:
Decision to split in to combat squads is made at the time each unit
is deployed or when a unit disembarks from its Drop Pod.
Combat Tactics – allows any unit to automatically fail any Morale
Check it takes (from shooting and CC).
Combat shields now give a 6+ invulnerable save.
Storm shields now give a 3+ invulnerable save.
Aux. Grenade launchers are short range, can fire in tandem with
another weapon.
All sergeants are veterans now, so are just called sergeants.
Warhammer 40k Battle for Salvation! Banner Project
Posted by
Jawaballs
at
11:50 AM
I am painting two new full sized banners for a 40k point Appox game coming up this weekend. We are forming this game for the Basement Bash event coming up in White Dwarf. In our game we are recreating the Horus Heresy, and fielding every loyalist marine chapter vs every traitor marine chapter. Should be fun! Here are pics of the banner as I make it. More to come!
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