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40k Chapter Approved Points Changes & Rules LATEST

inquisitor inquisition

Don’t miss the latest on all the new points and rules changes for Warhammer 40k Chapter Approved 2018. We’ve got it all here in one post!

Previews form Imgur, Games Workshop, and other internet outlets have been tossing out more and more previews from arguably the most anticipated book for 8th edition 40k. Take a look at everything we’ve seen starting with the points changes to existing factions.

Chapter Approved previews stormed the internet after multiple hobby Heroes on Reddit opened up the pages to everyone. There looks to be at least 16 pages of Points changes for Warhammer 40k.

Chapter Approved 2018 Points Changes60040199094_ChapterApprovedSB

It looks like whole datasheets may have entries in the book as well on pages 140-143.

note also that some points match the values found in the corresponding codex; some of those are provided to support the updated datasheets found later in the book, while others update point values that appeared in the last edition of CA

Let’s break down the pictures piece by piece into bite-sized chunks of information.

Space Marine Characters & Wargear

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How Did Space Marines Turn Out?

Pedro Kantor space-marine

  • Blood Angel characters: except Gabriel Seth had points tweaks. (Dante from 215 down to 175) (Mephiston went up from 145 to 160.)
  • Space Marine characters: have dropped in some form or fashion. You may not be able to fit another tactical squad in with their reductions, but it was definitely needed and we feel like these changes are fair. It’s weird seeing a named Space Marine under 100pts.
  • Power weapons: got a hefty points reduction with the Chainfist points being cut in half. (22 to 11.)
  • Sniper Scouts: are still the best “cheap” Space Marine screening unit with Sniper Rifles points cut in half. (4 to 2.) Keep in mind, this isn’t a huge change but Space Marines need any kind of point reductions wherever they can get them.
  • Terminators: in any kind of armor variant got some love and are actually worth taking in some lists now.
  • Centurions: Used to be 80 pts a piece without wargear (Not sure what they did to make GW angry). But are now 40pts. without wargear. Remember, All kinds of weapons has gone way down as well. These guys cound now be around 50pts a piece on the table.
  • Land Raiders: are considerable now costing 200 pts without wargear (you can probably tack on another 20-40 pts). Roboute Guilliman/Knight Gallants used to cost as much as one of these things.
  • Dreadnoughts: Are on the same level as Ork Deff Dreads now. Dreadnoughts cost only 60pts. Depending on what you want him loaded out with can bring him in the upwards of 100pts ballpark. 

There’s still a ton of changes left to be talked about. These were the most significant ones we noticed in terms of competitive play

The Scoop on Grey Knights

6 Ways GW Can Make Grey Knights Great Again

  • Characters: look to have dropped at least 25 pts apiece. Draigo got cut by a whopping 60.
  • Army wide point reduction: Aside from a Servitor, nearly everything in the army including wargear got a point reduction.
  • No Full Smite: From what we can tell, the rumors about Grey Knights getting a full smite was bologna.
  • Paladins: Still look to be the better alternative to Terminators except for the fact that Terminators can be taken as Troops.
  • Heavy Incinerators: got cut in half in terms of points cost (from 40 to 19). We could see “suicide” Dreadknights deepstriking in and flaming multi-wound crowds now.

Grey Knights were designed for Daemon players to play on hard-mode. It wouldn’t make sense for them to be geared out to face every single threat out there in the universe. With that said, they were way too expensive in the first place. Romknightyt on the Reddit forum said:

That just stripped 340 points off my list…. That’s significant. This is what people were saying when they said we were playing with a handicap lol

He basically just said that he could throw a Knight in FOR FREE after these changes. These changes don’t seem too far-out and look to be well-deserved. People may blow the dust off their models and be brave enough to actually try them on the table.

Grey Knights Points Changes:

Units

Apothecary (-15) : 90->75

Brother-Captain (-40): 150->110

Brotherhood Ancient (-38): 128->90

Brotherhood Champion (-23): 113-90

Chaplain (-39): 144->105

Dreadnought (-22): 87->65

Grand Master (-30): 160->130

GMNDK (-20): 190->170

Interceptor (-2): 23->21

Land Raider (-39): 239->200

Land Raider Crusader (-44): 244->200

Land Raider Redeemer (-64): 244->180

Librarian (-44): 157->113

Paladin Ancient (-42): 140->98

Paladin (-6): 53->47

Purifier (-7): 26->19

Servitors (+3): 2->5

Techmarine (-36): 91->55

Terminator (-2): 41->39

Venerable Dreadnought (-25): 110->85

Stern (-52): 157->105

Crowe (-45): 125->80

Voldus (-37): 190->153

Draigo (-60): 240->180

Weapons

Combi-Flamer (-3): 11->8

Combi-Melta (-4): 19->15

Combi-Plasma (-4): 15->11

Dreadnought Combat Weapon (-10): 40->30

Flamer (-3): 9->6

Heavy Flamer (-3): 17->14

Heavy Incenerator (-21): 40->19

Heavy Plasma Cannon (-14): 30->16

Heavy Psycannon (-6): 30->24

Icarus Stormcannon (-12): 22->10

Incinerator (-5): 14->9

Incinerator (Terminator) (-7): 20->13

Missile Launcher (-5): 25->20

Multi-Melta (-5): 27->22

Plasma Cannon (-5): 21->16

Plasma Cutter (-2): 7->5

Psilencer (Terminator) (-2): 10->8

Psycannon (-7): 14->7

Psycannon (Terminator) (-9): 20->11

Servo-Arm (-12): 12->0

Twin Heavy Plasma Cannon (-36): 60->24

Twin Lascannon (-10): 50->40

Twin Multi-Melta (-14): 54->40

Typhoon Missile Launcher (-12): 50->38

Adeptus Mechanicus Changes

Admech has been one of the armies that weren’t exactly “sweeping the meta” in 8th edition. They weren’t in the worst spot…but they most definitely weren’t where they should be. That’s why we can see a vast amount of points drops in some key units out of their army.

Cawl 240 -> 190

Fulgrite electropriests no change

Ballistarii 50 -> 40

Breachers 30 -> 20

Destroyers 30 -> 15

Dunecrawler 90 -> 70

Servitors 2 -> 5

Infiltrators 16 -> 12

Ruststalkers 15 -> 10

Tech Priest Dominus 115 -> 80

Tech Priest Enginseer 35 -> 30

Everything in their army (including what looks to be most wargear) got some kind of points reduction. One of the most welcome changes being that Servo Arms cost 0pts. This used to be a whopping 12. When you run an army that has a Servo Arm on everyone and their grandma, you would eat up points quickly.

Last but not least, Cawl is going WAY down. 60pts to be exact. With Cawl being able to repair himself up to 3D3 in a turn as well as give some crazy rerolls, we may see the Admech Gunline archetype make an appearance.

Tyranid Changes

tyranid swarm More 40k Starter Boxes on the Way? New Rumors SPOTTED

Tyranids were one of those armies that shook the meta when their codex came out. Then, everyone else started getting their codex and they hit the slippery slope of becoming an obsolete faction. Chapter Approved fixed a lot of the units that nobody was taking as well as a few tweaks that could bring them right back into the meta.

Broodlord: –47 points

Exocrine: – 46 points

Harpy: – 16 points

Haruspex: – 28 points

Hive Crone: – 18 points

Lictor: – 11 points

Maleceptor: –12 points

Neurothrope: +20 points (because reasons?)

Pyrovores: –13 points

Tervigon: –45 points

Toxicrene: –17 points

Tyranid Prime: –30 points (I guess this is their cheap HQ choice now)

Tyrannocyte: –28 points

Tyrannofex: –30 points

Deathleaper: –30 points

Red Terror: –25 points

Swarmlord: –50 points

Heavy Venom Cannon: –7 points

Trygon claws: –20 points

Stranglethorn: –10 points

Venom Cannon: –8 points

reddit user Caridor had this to say:

I expect to see less Neurothropes being used for cheap HQs but apart from that, great changes. Despite his amazing ability, Swarmlord was still a hard sell at 300 points, so I expect to see more of them. Toxicrenes have fantastic damage output for their cost and even more so with these changes, but they don’t suit the current meta so we’ll see how that works.

I expect to see more lists featuring Exocrines and Tyrannofexes. Tervigons might see play in a swarmy list featuring a lot of maxed out squads of termagants. Harpies and Crones might make a few appearances.

Trygons are probably going to see play and not even deep striking. They’re quick, 148 points, 14 wound monsters with 7 attacks that deal D6 damage each. If you manage to get that onslaught cast, use the swarmlord on them, they can one shot a knight and reliably chunk it down to a lower stat bracket.

Imperial Guard Changes

Astra Militarum

This one is a mind-boggler. Guard lists out there actually went down in points. Here lately, it seems like the Imperial Guard are GW’s poster child instead of Space Marines.

From user Trickstick:

4pt Guardsmen

5pt Veterans

25pt cheaper tank commanders

half price demolisher cannons

lots of vehicles are cheaper, like 10pts off armoured sentinels and 15 off chimera/hydra

Artemia pattern hellhound cannon up 20 points (same price as a Hellhound.) But still does 2 damage and blows up on 4+.

  • IG Veterans: We’re not exactly sure if 1pt more is fair to give +1 BS for Guardsmen Vets. With the way armor saves work, a even a squad of 10 regular Guardsman can make short work of some Space Marines on-foot.
  • Tank Commanders: dropped 25pts. We could see Supreme Command Detachments solely set on Leman Russ spam because of the drop.

From c0horst:

Yea, there’s literally no reason to not take 3 tank commanders now if you’re doing a leman russ heavy army. 15 points for +1 BS and orders on a Russ is great.

  • Valkyries, Scout Sentinels, Lord Commissars & More: dropped in different point values. These are minor changes. Nonetheless, we didn’t think Guard would be getting point drops quite like this.

All in all, Guard have remained as one of the meta Titans since the start of 8th. Their firepower combined with cheap bodies means that they can maintain board control and sniper hey targets that can cause problems as the game goes on.

Necrons Aren’t as Bad as They Were

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Necrons were by no means a faction players were spooked about seeing on the table in 8th. They did get some welcome points drops however, nothing jumped out at us that says these guys would be back and better than ever.

Named characters:

Imothekh the Stormlord: 200 > 160

Nemesor Zhandrekh: 180 > 150

Vargard Obyron: 140 > 125

Illuminor Szeras: 143 > 120

Trazyn the Infinite: 100 > 90

C’tan Shard of the Nightbringer: 210 > 180

HQ’s:

Lord: 73 > 65

Catacomb Command Barge: 138 > 124

Troops:

Warriors: 12 > 11

Immortals (including wargear): 17 > 15

Elites:

Deathmarks: 19 > 17

Triach Pretorians: 22 > 16

Triach Stalker: 117 > 85. With Twin heavy Gauss Blaster: 171 > 125.

Shield Lychguard: 34 > 28

Canoptek Tomb Stalker: 165 > 130

Fast Attack:

Wraiths: 55 > 48

Canoptek Tomb Sentinel: 180 > 145

Heavy Support:

Anihilation Barge: 133 > 100

Doomsday Ark: 193 > 160

Monolith: 381 > 320

Transcendant C’tan: 225 > 200

Heavy Destroyer (or rather, his heavy gauss cannon changed): 57 > 50

Sentry Pylon (w/o wargear): 100 > 70

Tesseract Ark (w/o wargear): 220 > 160

Dedicated Transports:

Ghost Ark: 160 > 145

Flyers:

Night Scythe: 160 > 135

Doom Scythe: 205 > 150

Night Shroud: 220 > 185

Lords of War:

Obelisk: 426 > 380

Tesseract Vault: 496 > 566

Gauss Pylon: 550 > 475

Eldar Changes

Eldar Feature

Eldar got a few points drops here and there. Some of the more significant changes were that Eldrad dropped a bit (Even though he was still seeing play in the meta) and Shining Spears went up. This was honestly needed as they were on almost the same power level as the Blood Angel Slam Captains.

  • Wraithknight: is in a much better spot than it was. The fact that it doesn’t have an invulnerable save still hurts. but it did get hit with a crazy points cut.

Eldar Unit Changes

Dark reapers : 12 (no change)

Falcon : 110 (-15)

Farseer : 110 (no change)

Fire Dragons : 10 (+3)

Night Spinner : 110 (-25)

Shining Spears : 24 (+6)

Spiritseer : 65 (no change)

Storm Guardians : 6 (-1)

Striking Scorpions : 10 (-3)

Support Weapons : 25 (-5)

vyper : 40 (-10)

war walkers : 40 (-10)

warlock : 55 (no change)

warlock conclave : 45 (no change)

wave serpent : 120 (+13)

windriders : 16 (-2)

wraithknight : 315 (-87)

wraithlord : 85 (-18)

Avatar : 220 (-30)

Eldrad : 135 (-15?)

Fuegan : 140 (-10)

Jain Zar : 117? (-23?)

Karandras 125 (-25)

Yriel : 70 (-30)

Weapons

Missile Launcher : 20 (-5)

Avenger Catapult : 3 (-1)

Biting Blade : 5 (-3)

D-Scythe : 20 (-2)

Death Spinner : 6 (-2)

Dragons Breath Flamer : 14 (-3)

Firepike : 17 (-3)

Flamer : 6 (-3)

Fusion gun : 14 (-3)

Fusion pistol : 7 (-2)

Scatter Laser : 7 (-3)

Scattershield : 30 (+10)

Scorpions Claw : 9 (-3)

Shadow Weaver : 12 (-13)

Shimmershield : 10 (-10)

Starcannon : 13 (-2)

Suncannon : 60 (- 58)

Twin Missile Launcher : 40 (-10)

Twin Scat Laser : 12 (-5)

Twin Shuri Catapult : 2 (-3)

Twin Starcannon : 24 (-4)

Vibro cannon : 15 (-15)

Wraithcannon : 15 (-2)

Tau Battlesuits & Farsight

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From what we could tell from the pictures, Battlesuits got a lot better in the fact that they got cheaper. The best thing Tau had to offer for the longest time was either Fire Warrior Gunline or Forge World Y’vharra spam which looks to have not changed.

Tau Changes:

GEAR:

Advanced Targeting system (All other models) 12->6

XV8-02 Crisis Iridium Battlesuit 15->10

Cyclic Ion Raker 39->32

Flamer 9->6

Fusion Blaster 21->18

Fusion Collider 35->30

High-output Burst Cannon 20->16

Ion Accelerator 65->50

Missile Pod 24->15

Plasma Rifle 11->8

Pulse Driver Cannon 97->50

Quad Ion Turret 45->30

Rail Rifle 17->12

Railgun 38->30

UNITS:

XV88 Broadside 60->35

XV8 Crisis 42->27

XV8 Crisis Bodyguard 45->30

TY7 Devilfish 80->70

XV95 Ghostkeel 82->70

TX4 Piranhas 38->30

TX78 Sky Ray Gunship 100->80

CHARACTERS

Farsight 151->125

Shadowsun 167->110

MV1 Gun drone 12-> 10

The Eight (22 models including drones) 1120

Heretic Astartes & Daemons

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Death Guard Points Changes:

Biologus Putrifier: 60 (-14)

Blightlord Terminators: 34 (-4)

Chaos Cultists: 5 (+1)

Chaos Land Raider: 200 (-39)

Chaos Lord in Terminator Armor: 95 (-10)

Chaos Spawn: 25 (-8)

Daemon Prince w/ Wings: 170 (Reprint)

Deathshroud Terminators: 35 (Reprint)

Defiler: 120 (-20 from CA17)

Helbrute: 60 (-12)

Lord of Contagion: 95 (-5 from CA17)

Myphitic Blight-Haulers: 75 (-10)

Noxious Blightbringer: 50 (-8 from CA17)

Plague Marines: 16 (-1 from CA17)

Plague Surgeon: 54 (-5)

Plagueburst Crawler: 100 (Reprint)

Possessed: 20 (-2)

Sorcerer in Terminator Armor: 102 (-18 from CA17)

Tallyman: 50 (-5 from CA17)

Beasts of Nurgle: 34 (-4)

Plague Drones: 40 (+6)

Gear

 

Bile spurt: 0 (-5)

Blight launcher: 10 (Reprint)

Chainfist: 11 (-11)

Combi-flamer: 8 (-3)

Combi-melta: 15 (-4)

Combi-plasma: 11 (-4)

Entropy Cannon: 15 (-5)

Flamer: 6 (-3)

Force axe: 10 (Reprint)

Force stave: 8 (Reprint)

Force sword: 8 (Reprint)

Havoc launcher: 6 (-5)

Heavy flamer: 14 (-3)

Heavy stubber: 2 (-2)

Helbrute fist (Single/Pair): 30/40 (-10/-10 from CA17)

Helbrute hammer: 30 (-22)

Helbrute plasma cannon: 16 (-14)

Meltagun: 14 (-3)

Missile launcher: 20 (-5)

Multi-melta: 22 (-5)

Plauge belcher: 7 (-3)

Plague spewer: 15 (-4)

Plaguereaper: 20 (-10)

Plaguespurt Gauntlet: 0 (-8)

Plasma gun: 11 (-2)

Plasma pistol: 5 (-2)

Power fist: 9 (-3)

Power scourge: 35 (-8)

Predator autocannon: 40 (Reprint)

Reaper autocannon: 10 (-5)

Twin heavy flamer: 28 (-6)

Twin lascannon: 40 (-10)

daemons

  • Great Unclean One: (cheapest variant) at 275 pts.
  • Rotigus: at 285 pts.
  • Skarbrand: now costs 330 pts. Cheaper than a Land Raider at the beginning of 8th edition (lol).
  • Bel’akor: now costs 240 pts.
  • Death Guard Daemon Prince: now costs 170 pts-ish while CSM Daemon Prince costs 180. 
  • Chaos Terminators: cost 28 pts and Imperium Terminators only 23. We’re not exactly sure why there’s such a point deficit between the two other than GW’s value in the “marks of Chaos” possible?
  • Mutilators: dropped down to just over 30pts. These guys are the melee variant of Obliterators. With only a few points more than a Chaos Terminator, these guys may be a healthy option for some kind of Khorne/melee list.

wrath and rapture logo

Slaanesh Daemon Changes

Daemonettes 7pts -> 6pts

Seekers 20pts -> 15pts

Fiends 46pts -> 42 pts

Seeker Chariot 70pts -> 50pts

Hellflayer 93pts -> 70pts

Exalted Seeker Chariot 100pts -> 80pts

Herald of Slaanesh 66pts -> 60pts

The Masque 78pts -> 66pts

Keeper of Secrets 223pts – > 165pts

Soulgrinder 235pts -> 180pts

Chaos seems to be in a better position overall. We didn’t expect there to be too many crazy point reductions on the side of the Heretic Astartes as they were in a slightly better position than their Imperium counterparts.

As for Daemons, (especially the named ones), they really needed a break. The bigger Daemons would get shot off the board turn one because of their squishy 5++ Daemon save and mediocre toughness. Regardless, these changes seem to be fair all in all.

Sisters of Battle Point Values

Spotted on Imgur, we now have a full inside look at Sisters of Battle.

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Celestine looks to have dropped about 40 pts with her base cost sitting at 160 and her optional Superia at 21 a pop.

All of the Sisters point cost look to be around where we would expect after seeing where their Marine counterparts were adjusted. At only 9pts per Battle Sister squad, you’ll be able to spam some decent S4 firepower and still reap the benefits of Acts of Faith. 

Other items of note are the Exorcist down to 125 from 160, a new HQ level character for 35, and Repentia lost a few points as well. Penitent engines seemed to have gone up 20 points as well.

Shields of Faith & Faith Points

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Shield of Faith: All Sisters in your army have a 6+ Invulnerable save and can Deny the Witch on 1d6.

Sisters of Battle will also be getting a new mechanic called “Faith Points” You can spend a Faith Point and roll dice to see if you meet the Devotion value for an Act of Faith. If it’s successful, you perform the act! It looks to be vaguely similar to a Psychic power.

Faith Points: Faith Points are something outside of CP. But when you’ve gathered enough “faith” your sisters can do incredible feats that seem to defy the odds.

Faith point generation has been changed a bit. Now armies start with 3 points and get +1 for every ten models with the rule “Act of Faith”.  You’ll also find further along in the preview that there are plenty of ways to generate Faith Points.

Acts of Faith

Sisters of Battle

Unlike in the previous system, Acts of Faith are designed to scale up based on army size, with you getting an additional Faith Point for every ten models with the Acts of Faith rule in your force. This makes the Sisters of Battle incredibly flexible, with Acts of Faith, combined with Stratagems, allowing them to adjust their tactics on the fly.

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As for Acts of Faith, It looks like each Faith Point will allow you to roll ONE D6 and attempt to get the Act to pop off.

So what are some of the Acts of Faith?

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  • Hand of the Emperor (4): Add 3″ to Movement.
  • Spirit of the Martyr (3): Heal a model D3 or Resurrect a (unit/model)
  • Aegis of the Emperor (3): (Looks to be cut off on the page) Grants a 4+++ against mortal wounds.

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  • Divine Guidance (4): Add +1 to hit rolls for the unit’s ranged weapons.
  • The Passion (5):  The selected unit can fight twice in the combat phase.
  • Light of the Emperor (3): Automatically pass morale.

Order Convictions (Chapter Tactics)

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As for the Convictions, there will be six total and only apply to Infantry models. 

  • Valorous Heart isn’t bad if you’ll be spamming Infantry models. a 6+++ FNP sounds nice until it comes to rolling dice. You won’t be saving too many.
  • Our Lady Martyred is the order that will make your opponent think. If they kill one of your units, they’ll get a FP which you can use on someone else.
  • Ebon Chalice are the most faithful of the bunch adding an automatic +1 to whatever your Faith Test is.
  • Argent Shroud look like it’s one of the more powerful ones giving you a FP on a 4+ every time you kill an enemy unit.
  • Blood Rose are the brawlers of the Sister Orders. They get +1 Strength and +1 Attack when anything forces them into combat. (These girls could beat down some Space Marines).
  • Sacred Rose is similar to the Death Korps of Krieg in that they can only lose a single model when they fail morale. They also overwatch on a 5+…gross.

Sororitas Stratagems

Sisters of Battle gun sword

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Blessed Bolts is outright absurd. 1CP to turn ALL storm bolters in a unit into the bolt guns the lore describes. This stratagem tacks on -2AP and upgrades the damage to a flat 2.

Martyrdom lets you net D3 Faithpoints when a character is slain. If the model was your Warlord, you automatically gain three.

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Looking at Holy Trinity, if you need to squeeze out the last bit of damage on a tank that’s hard to crack, you can use this stratagem and have your flamers and Meltas get +1 to wound. Not too bad for only 1CP. The only stipulation is that there has to be a Bolt weapon in range of the target and everyone has to be shooting at it.

Sacred Banner of the Militant Order has to be used before the battle on a model with a Simulacrum Imperials. In-game, they can use their power to increase the Invulnerable save in their unit by 1 to a maximum of a 3++. Depending on what unit you pop this stratagem on, you could make a unit absurdly tanky.

Sacred Rites is nice as it lets you trade in 1CP for a FP.

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Burning Descent is pretty good when you drop a unit full of flamers that are automatically hit their target, have their range increased to 12″ AND get to shoot again later in the turn.

If your Sisters find themselves in a situation where they can attack a Psyker, spend 1CP to make them outright bully him by rerolling all failed wounds with Suffer Not the Witch.

Extremis Trigger Word literally triggers your Arco-Flagellants into a swirling flailstorm. They don’t care what they hit. Each attack that lands counts as three hit rolls instead. However, you have to roll a D6 for everyone in the unit after it’s done and for every 6+ a model is slain. (Totally worth it in every way).

If you nail an Act of Faith test on a character, you can pop 3CP on Vessel of the Emperor’s Will to make it an aura around the character affecting every unit within 6″. It doesn’t cost anything extra. You can see where the power level multiplies ten-fold when you’ve got three units fighting twice.

Relics of the Sororitas

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Starting with the Blade of Admonition, this sword SLAPS. At being decent Strength, High AP, and 3 flat damage, this might be the go-to relic for a battle-hungry Canoness.

Mantle of Ophella: (Cannonness model only) Grants a 3++ invulnerable save.

The Book of St. Lucius is decent as it essentially gives your Character’s aura a 9″ bubble.

The Litanies of Faith relic is almost exactly like the Blood Angels Veritas Vitae except this is for Faith points. (Notice how it doesn’t say you can only refund one per turn.)

Wrath of the Emperor is like an autocannon pistol for Space Marines. Terminators should be afraid of this pistol. Past that, we think the other relics are much better.

Warlord Traits

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  • Inspiring Orator lets your Sisters stick to the table a bit better and saves you CP by not having to drop 2 every turn to make a squad fearless.
  • Righteous Rage would be a perfect addition to the Canoness with the nasty 3 damage Power Sword relic.
  • Executioner of Heretics is the one that you’re never going to take (let’s be honest).
  • Beacon of Faith may be a good trait if you plan on keeping your Warlord back and sitting in one corner of the map. At least she’ll be relevant by netting you Faith Points.
  • Indomitable Belief is one of the stronger ones here by giving your Sisters a 5++ invulnerable base. This can be increased with the Stratagem Sacred Banner of the Militant Order that we talked about earlier.
  • Pure of Will is another one that isn’t too flashy. You can deny an extra Psychic power but it all has to be on 1D6. And Psykers within 12″ have to subtract 1 from their roll. There are still better options.

Sisters of Battle look like they’re decently equipped to tackle the meta-armies of 40k. They’ll be the new kid on the block in terms of tactics and stratagems.

Commander Farsight’s Eight

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Clocking in at a massive 52 Powel Level, the Eight have set-wargear that you can’t change. They also come with For the Greater Good obviously. You’ll also have to set the Eight up all at the same time. However, they don’t need to be placed in unit coherency. On top of that, each Character in the unit is treated as a separate unit after deployment and have a Power Rating of 7. 

Now looking at the stats of the Eight, Everything aside from the drones and two Battlesuits (The Broadside and Riptide) have a 2+ Ballistic Skill. When you think about how devastating Tau shooting is on a 4+, imagine what these guys can do in the right circumstance.

Signature Systems of the Eight

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Each of the Eight is bringing some kind of signature trick up their sleeve. Looking at a few for example:

  • Commander Farsight: is the leader of the bunch. He can still call Mont’ka once per game and reroll hit rolls of 1 for friendly farsight Enclaves within 6″ of him in the fight phase.  (Or any phase if the target is Orks).
  • Commander Brightswordhas a pair of Warscaper Drones that subtract 2 from enemy unit’s charge roll while they are within 12″.
  • Commander Bravestorm: has a 6+++ FNP with his Advanced Support Cocoon.
  • Sha’vastos: is taking the Index relic which lets someone reroll a hit, wound, or damage roll as well as generate a CP on a 6+.
  • Arra’kon: has a couple of drones that do a mortal wound to a unit on a 2+. Not bad considering there will almost always be a cost to get into contact with him.
  • Torchstar: has one of the more oppressive systems preventing enemy units arriving from reinforcements to be set up within 12″ of him. Any unit also has to subtract 1 from hit rolls that target him.
  • Ob’lotai 9-0: Ignores the penalty to moving and firing heavy weapons as well as taking 1 less damage from whatever manages to wound him.
  • O’vesa: is the Riptide of the bunch. He comes stock with a 5++ invulnerable save and can reroll hit rolls of 1. Each time he charges his Nova Reactor, he ignores the mortal wound on a 4+. (The Nova Reactor overcharging is the same as a normal Riptide)

The Eight’s Weapons

farsight 8 5

farsight 8 6

As for their wargear, they can’t be changed (because they’re all named characters). The stats for all of their firepower is in one section for you to refer to.

Key Points to Taking The Eight Detachment

farsight 8 7

  • Commander Farsight has to be your Warlord if you take this detachment.
  • Your Warlord (Farsight) gains Hero of the Enclaves and can heroic intervene 6″ and re-roll all failed hit rolls.
  • The Eight’s Sept Tenet is Devastating Counter-Strike: Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6″ of the firing model. (Get up close and personal to have this pop off). 
  • Drones are considered to have a power rating of 0 and are deployed with their Character when you put them on the table.
  • Saviour Protocols is brutal on Farsight Enclaves. Their drones can intercept the wound on a 2+ and take a mortal wound.

The Eight Points Cost

farsight 8 8

Looking at the points value, it looks to be cut off. However, we can make out what looks to be 1120 pts.

The Eight are a Lord of War detachment that look to be able to dominate most of the table. No matter where the enemy goes, there will be a Farsight character lurking around that they’ll be forced to deal with. Rest assured, these Suits will be sticking on the table for quite a while as they’re mobile and there are so many untargettable characters.

Chapter Approved has been one of the most anticipated books of 8th edition for the simple fact that it’ll have a little something for everyone. Points changes were handed out like candy and hopefully for the better. What are your thoughts on Chapter Approved? Let us know in the comments of our Facebook Hobby Group. 

About the Author: Wesley Floyd

Imperial fanboy, tabletop fanatic, King of sprues.