Eternal War Mission table:
Mission 4: The Scouring
Place 6 Primary Objective markers face down on the table. These objective would be worth between 1 and 4 Victory Points for the side that controlled them, but, the value would not be revealed till after deployment.
In addition there were three Secondary Objectives - Slay the Warlord, Linebreaker and First Blood - each worth a single Victory Point. In this scenario, Fast Attack units also counted as scoring units, but are worth 1 Victory Point if destroyed.
Psyhic Power: Telekine Dome (not Domination that I thought)
Command Trait: Inspiring Presence - units within 12" can use Warlords Leadership
Personal Trait: Immovable Object - Warlord can capture objectives
FNP: Ignore any wounds on a 5+ that don't inflict Instant Death (so power weapons etc make no difference).
MC Vector Strike: D3+1 hits at the model's Strength on a unit moved over.
Interceptor rule: Allowed to shoot at a unit as it arrives from reserves
Skyfire rule: Can shoot at fliers at normal BS, rather than BS1
Deployment Zone: Hammer and Anvil - Fight along the length of the table, deploy on the short table edges.
Mysterious Terrain: Psychneuein Hive - Every Psyker on the board immediately suffers D3 S3 AP2 hits
Reserves: Flyers always arrive from reserve, 3+ to enter on Turn 2
Deep Strike Misshap Table: Opponent Places unit and back into reserve are still in (unit dies gone?)
Charging Multiple units: You lose the bonus Attack for charging and all units can Overwatch shoot you.
Flying Transports: If shot down all embarked models suffer a S10 hit with no saves allowed (not even invulnerable?)
Passengers can't disembark whilst it's zooming, during hover mode they can disembark but the flier can now be hit at normal BS.
Fleet: Re-roll charge distance
Bastions: Armour 14 all around, and an emplaced heavy bolter on each facing - automated weapons that target the nearest enemy unit. A Bastion can be used as neutral battlefield terrain or selected as a Fortification as part of the FOC, enabling you to deploy within a solid defensive stronghold. A Bastion can be upgraded with a comms relay or heavy weapons on its battlements.
Tank Traps: Impassible terrain to all non-Skimmer vehicles. Bike can attempt to manoeuvre past them, but must pass a difficult terrain test in order to do so. Against all other units, however, tank traps are treated as open ground, though and models hidden behind a set of tank traps can still claim a 4+ cover save from its solid, robust frame.
Aegis Defence Lines: Offer a 4+ cover save, but any unit that decides to Go to Ground behind a defence line gains +2 to its cover save, rather than +1. An Aegis defence line may also be selected as a Fortification choice.
Mysterious Forests: Models within a forest's boundary benefit from a 5+ cover save. However, forests are also mysterious terrain, so as soon as a unit enters a forest, you must roll on the Mysterious Forest table to discover what fate awaits your hapless models. Mysterious forests can range from brainleaf fronds, the sentient tendrils of which can dominate living beings and cause them to lash out at their comrades, to carnivorous jungle, which inflicts D3 S5 hits on any unit seeking shelter beneath its boughs.
Ruins: All ruins are treated as difficult terrain, but offer a 4+ cover save to those concealed within their shattered structute.
Wild Undergrowth: Difficult terrain and 5+ cover
Imperial Statuary: IG, SoB and all SM chapters are Fearless within 2" of an Imperial statuary (if you are wondering what the hell a statuary is it's a statue, model in example is the SM dude holding a sword statue GW came out with last year, or was it the year before that. Guess they didn't sell so they had to include them in the rulebook....).
Fuel Reserves: 5+ cover, every time a model successfully passes a cover save, roll a D6. On the roll of a 1, the barrel was filled with fuel and explodes, inflicting a S3 hit on any models nearby.
Fortress of Redemption: Comprising two bunker annexes, one main tower and housing an assortment of powerful weapons to defend against assault by land or by air, a Fortress of Redemption is all but unassailable. For 220 points, this awesome defensive stronghold can even be selected as a Fortification!.
Impact Craters: Area Terrain and grant 5+ cover
Assault on Fellstorm Airfield
Scenario: The Relic
Recover a valuable relic from no-man's-land that will help them to gin the upper hand in the ongoing conflict. The relic begins the game in the centre of the battlefield, but any scoring unit (in this mission units from the Troops section of the Force Organisation Chart) (I guess this means the Immovable Object Scoring Warlord power can't be used?) can pick it up and attempt to move it to safety. The unit carrying the relic cannot move more than 6" in a single phase and will drop the relic if killed.
Deployment Vanguard Strike: Diagonal deployment zone trunning through the centre of the board. (Top right vs bottom left side with the relic in the middle pretty much. Same as Apocalypse if you've ever played that.)
Flat Out and Run: D6 extra movement
Stunned Dreadnoughts can still Snap Shot, Snap Shots need 6s To Hit.
Krak grenade used in the shooting phase to destroy an Ork Trukk.
Still Move, Shoot and Assault as the above unit assaulted the boys that disembarked from the Trukk.
Flamers do D3 hits during Overwatch (Have fun charging 15 Burna Boys)
Fliers can chose to Evade when shot at giving them a 5+ cover save, but can only Snap Fire during their next shooting phase. Can leave the board and return from reserves.
"Da Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his engines and zoomed off the board, but would return as part of Ongoing Reserves in the following Movement Phase. (This happens during turn 3-4, does that mean reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)
Fliers can shoot Fliers with no penalties to hit. Explains the 60" ranged Stormtalon missiles.
Fliers: When destroyed scatter and damage units on ground.
"But Steve did have the last laugh when the wreckage of his Stormtalon spiralled earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz in the ensuing explosion.
Units with a sergeant type model can perform Look Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save Nob...well, the nob grabbing an Ork boy to use as a bullet shield is the more likely scenario...).
More Finecast
Tau: Commander Shadowsun
Krootox
Available for pre-order July14th
Divination
1. Foreboding - is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch on their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.
Interesting note on the Hour of the Witch page.
"Only the armies (and units within those armies) specifically mentioned here can access the new psychic powers. Some armies (namely the Dark Eldar, Necrons and Tau) don't have psykers at all, whilst other races harness the Warp in such an unusual way (Orks and Chaos Daemons in particular) that they always use their own unique rules.
Why wasn't Sisters of Battle mentioned in the above exclusion together with DE, Nec and Tau? Knowing GW it's most likely a miss as when it comes to the SoB they can't even spell their rules correctly or show the correct model with the correct weapon...
If this is not a miss then I guess it's proof that we will have Inquisitors in the SoB codex as I can't think of any other Psyker the SoB would even tolerate.
Hour of the Witch
Witchfire: most psykers can't use more than one witchfire each turn
Codex: Blood Angels
A BA Lib (inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Blood Angels. If he does so, generate two new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed.
Codex: Chaos Space Marines
Any model with psychic powers may use the psychic disciplines found in the 40K rulebook, instead of those in Codex: CSM. If he does so, for each psychic power he has purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three.
Codex: Dark Angels
A DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k rulebook. Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.
Codex: Eldar
Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.
Codex: GK
A GK Lib (no mentions of anyone else), generate a number of powers equal to mastery level from Div, Pyro or Telekinesis. If he does so he may not purchase additional powers. Hammerhand cannot be exchanged in this manner.
An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can generate 2 powers from Div, Pyro or Telekinesis.
Codex: IG
Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.
Codex: SM
SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.
Codex: SW
Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis
Codex: Tyranids
Any model with psychic powers, for each psychic power it has, including those purchased, generate a new power from either Bio, Telekinses or Telepathy. (I'm glad they dont have Pyromancy as 3 Zoanthropes casting Molten Beam would be real nasty).
Article states: "Accordingly, players should feel free to use the guidance in this article to grant their psykers access to the new powers."
Sounds good and all but since they dont list all the powers and what they do the article is pretty useless. Or....do they mean you have to have this WD in order to be able to use the generic powers? Wont the list and rules be in the BRB?
Wound Allocation: Closest model is Shooting only?
Rest of the WD is ads pretty much.
Last page is a picture of some CSM and Daemons.
In next month's issue: BATTLE-BROTHERS AND INFERNAL ALLIES - We take a closer look at Allied Detachments.