Here are all the hot new 40k rules that can be found inside Psychic Awakening: War of the Spider for Death Guard, Custodes, Assassins and Fabius Bile.
War of the Spider is the conclusion of all of the Psychic Awakening books and will be ushering in 9th Edition shortly after. With Custodes, Sisters of Silence, Death Guard, The Officio Assassinorum, and Creations of Bile all rounded up into one book, there are a lot of rules to cover. Let’s dive in.
All The New 40k Rules From War of the Spider
Fabius Bile’s Rules
Looking at his Statline, there’s nothing that seems overly exciting.
If you look at his current (soon to be old) statline, he actually got objectively worse losing 1 Strength and two Attacks.
His Rod of Torment got slightly tweaked, giving him a bonus Strength (putting him back up to S5 when he attacks). AP, Damage, and rules all stayed the same.
For his little robot medic arms, he can make three extra attacks, which is nice. The AP is good, but at 1 Damage, you shouldn’t throw him into a crowd of Primaris duders expecting him to come out on top.
Probably the best rule about Fabius is that he comes with a 5+++ FNPand heals D3 a turn. He’s already deceptively tanky so if you manage to leave him with one wound left, he could go back to almost full health at the start of the turn.
The Acolyte Will Be Clutch
The unsung hero of the unit is probably going to be his Acolyte and here’s why.
Like always, you’ll be able to enhance a unit with Bile in-game. You roll a D3 and apply the result of what you roll.
However, the Acolyte will come with Another Pair of Hands ability, letting you modify your roll +1/-1 which should almost always give you what you’re looking for. If you’re in a pinch and really need to make a squad hit harder or stay in the fight longer, he will be your ticket.
Fabius Bile Model
Creations of Bile Rules
In the lore, Bile is known for the terrible bargains he strikes – those who seek to employ the skills of the Clonelord have to pay a pretty penny for his services.* However, on the tabletop, those who follow him get a free faction bonus, as long as the army is Battle-forged.
Getting a slightly less-good Blood Angels faction rule, all of the Creations of Bile will be adding +1 to their movement and Strength (instead of +1 to wound overall). While it might not be “as good” as the Blood Angels faction rule, the Creations of Bile are also still getting more unique rules.
For relics, they’re getting a 5+ CP refunder, which is decent. Especially since you get to roll a D6 for each CP you spend.
There it is! There’s the other half of the Blood Angels new Chapter Tactic…You just have to pay points for it and you can only select one unit so….less good. However, what gives this Stratagem its edge is that you can advance AND charge. (essentially reaping +2″) for 1Cp. Mega value.
For another CP, you can turn one unit into a bunch of spooky bois, making all enemies within 6″ -1 to hit. This is extremely good if you are going against someone using a bunch of small melee units to control the board. However, we’ve seen earlier that (+1/-1) to hit modifiers are capped at a single instance so it sounds like it won’t have any effect on things like powerfists or Thunder Hammers.
Death Guard Support (Finally)
Well, it looks like the Death Guard have gotten the support they were looking for. On top of official previews, more rules have been leaked (which are still rumored) on Reddit by u/updooterj on r/Deathguard40k. Buckle up because they’re getting a ton of new rules.
Take the bulleted points as RUMORS. Some of the things that emerged on the web had varying names from the official previews.
Stratagems
- Plaguechosen (1CP): Before the game starts and after you’ve selected a Warlord, you can give another character a different Warlord Trait.
- Soul harvest (1CP): Use this Stratagem in the fight phase if a Death Guard Daemon Prince gets chosen to fight with its axe or sword. Add 3 to the Attack characteristics until the end of the phase. Only infantry units can be the target of its attacks. –Still very good against Primaris blobs.
- Emissary of Nurgle (1CP): Use this Stratagem before the game starts. Choose a Lord of Contagion unit in your army. until the end of the battle it gets the ability Emissary of Nurgle: Reroll Hits of 1 for attacks of friendly DG units within 6″ of this model.
- Disgusttorrent (1CP): Use this Stratagem in the Shooting Phase if a Foul Blightspawn model gets chosen. Roll 2d6 (we think they mean 3D6 as it already rolls 2D6) to determine shots for the flamer as well as it’s Strength. Discard one.
- Infecting Rounds: Use this Stratagem in the Shooting Phase when a Plague Marine unit gets chosen to shoot. Until the end of the phase the bolt weapons become Plague Weapons and against infantry, an unmodified wound roll of 6 gets -4AP.
- Endless Volley (1/2CP): Use this Stratagem in the Shooting Phase when a DG Infantry unit shoots. Until the end of phase bolter and the bolter profile of combiweapons get rapid-fire 2. Combibolter gets rapid-fire 3. Units with 6 or more models pay 2CP.
- ??? (2/3 CP): Use this Stratagem in the Shooting Phase or Fight Phase when a Plague Marine unit gets chosen as a target for an attack. If the unit is 10 or fewer models 2CP otherwise 3CP. Add 1 to Disgustingly Resilient Rolls. -Great for a Terminator blob that’ll be getting a lot of hate.
- ??? (1CP): Before the start of Battle. Choose a Plague Surgeon model in your army. Until the end of the battle it gets the following ability Hypertoxic Tincture: Reroll wound rolls of 1 or 2 for attacks with plague weapons of friendly Death Guard models within 6″.
- Warptoll (1CP): At the beginning of the Morale Phase. Choose a Noxious Blightbringer. Add 1 to dice rolls for morale tests of enemy units within 7″ and double the amount of fleeing models if it fails.
- Creeping Plague (1CP): Use this Stratagem in the Fight phase when a DG unit in your army gets chosen to fight. Until the end of the phase add 1 to Damage characteristics for attacks and unmodified wound rolls of 6 get -4 AP.
- Grime Eruption (1CP): If a Death Guard Terminator model gets destroyed, before it gets removed roll a d6 for every unit within 7″ without the Nurgle Keyword. on a 4+ deal 1 mortal wound.
- Toxic Burst: Use this Stratagem in any phase except Morale Phase. If a DG model of your army gets destroyed. Chose an enemy unit within 3″ of the model and subtract 1 of their hitrolls when they attack. –Very strong if it really just relies on one model being destroyed.
- Mutated Stem (1CP): Use this Stratagem in the Fight Phase if Poxwalkers fight. Until the end of the phase unmodified wound rolls of 6 against infantry units deal mortal wounds. Unmodified hit rolls of 1 deal 1 mortal wound to the attacking unit (Poxwalkers).
- Miasmatic Sickness (2CP): Use this Stratagem at the beginning of the Fight phase. Choose an enemy unit within 1″ of a friendly Plague Marine unit. Subtract 1 of its Toughness characteristic as long as it isnt in Mortarions Toxic Presence ability.-Again, super strong. Could be the difference of wounding on 3+ and a 2+.
- Life Eater (1CP): Use this Stratagem in the Fight Phase if a DG unit gets chosen to fight. Until the end of the phase, you automatically wound if you roll an unmodified 6 to hit with plague weapons.
- Accelerated Entropy (1CP): Pre Battle. Choose a Plagueburst Crawler. Until the end of battle its entropy cannons and all entropy cannons of other Plagueburst Crawlers within 7″ get Plague Weapon: Damage rolls of 1 or 2 counts as 3.
- Firefever (1CP): Use this Stratagem in the Shooting Phase after youve selected the shots of a Helbrute with 2 ranged weapons. Until the end of the phase, you can reroll all hit rolls if you shoot all shots at one target for this model.
- Contaminated Monstrosity (1/2CP): Before Battle. Choose a DG Unit (no Chaos Cultists or titanic units) with 12 Wounds or less or for 2CP 13 Wounds or more. Until the end of the battle, the unit gets disgustingly resilient.
- Parasitic Fumes (1CP): Use this Stratagem at the End of the Movement Phase. Choose a Myphitic Blight Hauler unit. Until end of the turn when a friendly model within 7″ attacks, add 1 to the AP characteristic of its weapons.
Of what’s been previewed, 1CP to get a bonus attack on every model in a unit of Plague Marines is decent. Especially if you’re going against a horde unit with a cruddy armor save.
This Strat is insanely powerful. The fact that this is just Death Guard UNIT means it’s not locked to the limited selection of plague weapons that Infantry carry. Although, one of the best targets for this Strat has to be the Foul Blightspawn turning his thunder hammer flamer from 9″ to 15″ range.
Relics
- The Feverstone: Lord of Contagion only. Reduce Strength characteristic of enemy models by 1 as long as they are within 3″ of a model within your army carrying this relic
- Allwilter: Model with plaguesword only. Replaces the plaguesword- melee +1S -3AP 2D plague weapon, enemies wounded by this weapon don’t get saves.
- The Epidemicystic Blade: Hellforged Sword only. Replaces the Fellforged sword- melee +1S -2AP 3D plague weapon, exploding 6s cause another hit. -Yikes, that thing is gross.
- The Foul Amulet: Psyker only. Models with this relic know an additional psychic power. Once per psychic phase, after this model manifested a psychic power heal it for D3 Wounds. –This is great for a Daemon Prince you expect to also be getting into melee with.
- Wormspitter: bolt pistol only. Replaces bolt pistol- 14″ pistol 1 5S -2AP 1D Plague weapon, If you hit a model with this weapon successfully it gets corroded until end of turn… when a friendly Death Guard model attacks a corroded unit it’s weapon gain the plague weapon ability. -Pretty strong. Definitely a support relic for your other units you want to give the plague weapon ability. However, there might be some better options.
This one was previewed for the Noxious Blightbringer. He’ll be able to put off a 5++ invuln aura within 7″. This will essentially make him marginally better than a Big Mek with a KFF in-game. Plus, when you think about Death Guard’s most basic units being T5 with a 5+++ FNP, adding an invuln on top of that can make them exceptionally tanky. CHONK!
Death Guard Getting plague Company (Subfactions)
One big change to the Death Guard is that they are getting these subfactions called Plague Companies.
The even better news is that each of the seven Plague Companies of the Death Guard has been blessed with rules that reflect the way that they wage war. Each Company gets a unique Warlord Trait, a Putrescent Relic and their own Stratagems. Follow Typhus in the 1st Plague Company, the Harbingers, and spread the blessings of the zombie plague.
The Harbingers Plague Company
- Warlord Trait: Zombie Plague: If your warlord destroys an enemy infantry model in melee, add a model to a friendly Harbingers Poxwalker unit within 7″. You have to pay reserve points for models above its starting unit size. –The fact that you have to pay points really sucks.
The Harbingers (aka Typhus’ Plague Company) will also give you access to deepstriking up to two squads of Poxwalkers in-game. If you plan on bringing a couple of cheap squads to grab objectives, this is a neat way to use the “out of sight, out of mind” strat against your opponent. On the other hand, having a massive blob of Poxwalkers jump in front of a unit you’re trying to protect might also slow down your opponent enough for you to pull out a win. It definitely adds mobility which Death Guard have somewhat lacked.
- Life Transcending Death: Use this Stratagem in the Fight Phase when the last model of a Harbingers Unit gets destroyed. The enemy unit that destroyed the model suffers D3 mortal wounds. -Meh if you’ll be using big blobs of Poxwalkers which this encourages. Kind of a nonbo.
The Relentless Plague Company (Vehicle Synergistic)
- Warlord Trait: Ferric Blight: If an attack of a friendly <Relentless> unit targets a Vehicle within 7″ of this warlord add 1 to this weapons AP characteristic. -Very good in any list. Vehicles ae about to be hot in 9th and additional AP modifiers are crazy powerful.
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Relic: Leech Spore Casket: If a model gets destroyed in melee by a model with this relic, heal a friendly <Relentless> vehicle within 18″ by 1. Every model in your army can only recover 3 Wounds per round.
- Unholy Essence (1CP): Use this Stratagem at the beginning of the Shooting phase. Choose up to 3 <Relentless> vehicles in your army. until end of the phase, they get Inexorable Advance.
- Iron Miasma (1CP): Use this Stratagem in the enemy Fight Phase if a friendly <Relentless> unit gets targetted by an enemy infantry unit. Subtract 2 from Attack rolls. This could single-handedly make one of your characters walk out of certain death completely unscathed.
Mortarion’s Anvil Plague Company
- Warlord Trait: Gloaming Bloat: Wound rolls of 1-3 always fail against your warlord.
- Relic: The Tally: Tallyman only. Melee attack of <Mortarion’s Anvil> units within 7″ get exploding 6s to hit.
- Personified Futility (2/3CP): Use this Stratagem in the enemy Shooting Phase when <mortarion’s Anvil> Terminators unit gets targetted. Reduce Damage characteristics of weapons by 1 (minimum damage 1). If the unit consists of 5 or fewer models the stratagem costs 2 otherwise 3 CP.
- ??? counterattack (1CP): Use this Stratagem in the Fight Phase. Choose a Mortarion’s Anvil infantry unit. Until the end of the phase it can perform heroic interventions as if it was a character model.
The Miserable Plague Company (Previewed officially as “Wretched”)
The Wretched (Miserable) have had their Warlord Trait revealed, allowing you to heal one wound per model you kill (to a max of three). You can see that without that 3-wound cap, this Warlord Trait would be bonkers. However, it’s still solid. Especially on something like a tricked-out Daemon Prince.
- Relic: Daemon’s Favour: Malignant Plaguecaster Only. Substitute the Pestilent Fallout ability with Stream of Decay: After manifesting a psychic power the closest enemy unit within 7″ suffers 1 mortal wound if the psychic test was <7. If it was >=7 chose an enemy unit within 7″ it suffers D3 mortal wounds. -Basically a way to squeeze out a few more mortal wounds throughout the game (free smite damage).
- The Decayed Veil (1CP): Use this Stratagem at the end of the Movement Phase. Chose a <Miserable> character model that didnt perform a daemonic ritual this turn. It can perform a Daemonic Ritual as if it didnt move. It doesn’t matter if it arrived this turn as deepstrike. Furthermore only roll 1D6 for summoning and add 7 on the result. -This is an auto-use if you’re planning on summoning.
- Sevenfold Blessing (1CP): Pre Battle. Choose a <Miserable> psyker model. Until the end of the battle you can reroll one of the dice for a psychic test of this model. You can use this stratagem only once per battle. -This has strong synergy with the Daemon’s Favour relic if you’ll be using the Malignant Plaguecaster.
The Poxmongers Plague Company
- Warlord Trait: Sanguous Flux: If friendly Poxmonger models are within 7″ of this warlord whilst making a melee attack against infantry models add 1 to its AP characteristics.
Relic: Iron Coagulation Oven: Poxmonger Daemon Engines have a save characteristic of 4++ as long as they are within 7″ of a model with this relic.
Did you Get your Blight-haulers charged? Just pop a CP to fall back and unleash some tank-hunting hate right back at the enemy.
- Subsiding Dysentery (1CP): Use this Stratagem in the Fight Phase. If a friendly Poxmonger Daemon Engine unit destroys an enemy model heal a model of the unit by D3 Wounds.
The Ferrymen Plague Company
- Warlord Trait: the Drowning: Add 2 to morale tests for enemy units within 12″ of this warlord.
- Relic: Ferryman’s Scythe: Replaces a Plaguereaper melee +4S -3AP 3D Plague Weapon: unmodified wound rolls of 6 add 1 mortal wound.
- Pestwhispering (1CP): Use this Stratagem in the Shooting phase if a <Ferrymen> Blightlord Terminator unit gets chosen to shoot. Add 1 to all hit rolls of the unit until the end of the phase
- On Humming Wings (2CP): Use this Stratagem at the beginning of the Movement Phase. Choose a Ferrymen unit. Until the end of turn aura abilities of this unit add 7″ to their reach. (Nurgles Blessing still only hits enemy units within 1″ of a friendly unit). –Wow this is good but at 2CP, it’ll probably only appear in niche circumstances.
Mortarion’s Chosen Sons
- Warlord Trait: Crawling Pustulance: Melee attacks against your Warlord get 1 subtracted from their hit roll. If an enemy unit (only non-flying) within 1″ of your Warlord retreats roll a d6. On a 2+ it suffers D3 mortal wounds. -all-around fantastic melee beater option.
- Relic: Vomitryx: Plague incubatum weapon. It substitutes it with 9″ Assault 7 7S -3AP 2D Plague weapon. Auto hits.
- Alembic Narthecium (1CP): Pre Battle. Choose a Mortarion’s Chose Sons Plague Surgeon model. Substitute its corrupted Narthecium ability with Alembic Narthecium: reroll disgustingly resilient rolls of 1 or 2 for friendly Mortarion’s Chosen Sons infantry models within 3″ of this model.
- Plaguebrewer (1CP): Use this Stratagem in the Shooting phase if a Mortarion’s Chosen Sons unit gets chosen to shoot. until the end of the phase plaguespewer, Plaguethrower and plaguefists of models in the unit have a damage characteristic of 2D. -Basically just a way for other armies to get over the 2-wound hump we’ve seen Space Marines and now Ad Mech get.
Everything On The Adeptus Custodes
There’s been a massive rules leak over on Reddit by u/Masterstrider on r/Warhammer Competitive. We’ve taken all the latest from the leaks and supplemented them with the rules that have already been previewed. Here is everything we know about the Custodes and Sisters.
Moving into generic Stratagems, Custodes are getting a 1CP Strat that allows any Custodes unit to heroically intervene. This is nice, however with only moving 3″, it probably won’t see as much play as the Blood Angel’s Unbridled Ardour.
Now this one is something we’re sure to see a lot of. 1CP to double the output of rapid-fire and pistol weapons is insanely strong. Especially if we see a meta shift to a big 10-man blob of Custode Guard. That would be 40 2-damage shots coming out of one unit.
- Ten Thousand Heroes (1CP): Use this Stratagem before the battle, after nominating your warlord. Select one Adeptus Custodes Character model from your army that is not your warlord and determine one warlord trait for it; it is regarded as your warlord for the purposes of that warlord trait. Each warlord trait in your army must be unique use can only use this stratagem once per battle.
- Ancient Artifice (1CP): Use this Stratagem in any phase when an Adeptus Custodes Dreadnought unit from your army is chosen as the target for an attack. Until the end of that Phase, when resolving an attack made against that unit, halve the damage inflicted.
- Arcane Genetic Alchemy (2CP): Use this Stratagem when an Adeptus Custodes unit from your army that is not a vehicle is chosen as a target for an attack. Until the end of that phase when resolving an attack made against that unit an unmodified wound roll of 1~3 always fails irrespective of any abilities that the weapon or the model making that attack has.
- Eternal Penitent (1CP): Use this Stratagem before the battle. Select one Adeptus Custodes Dreadnought unit from your army. increase that unit’s attack Characteristic by 1. You can reroll charge rolls made for that unit. Each Adeptus Custodes Dreadnought unit from your army can only be selected for this stratagem once.
- Vengeance of the Machine Spirit (2CP): Use this Stratagem when an Adeptus Custodes Vehicle model from your army with the Power of the Machine Spirit ability is destroyed. That model can either automatically explode (do not roll a d6), shoot with one of it’s ranged weapons as if it were your Shooting phase, or make one attack with one of it’s melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with the range weapon or resolving that attack with a melee weapon).
- Slayer of Nightmares (2CP): Use this Stratagem in the fight phase when an Adeptus Custodes unit from your army is chosen to fight with. Until the end of that Phase when resolving an attack made with a melee weapon by a model in that unit against a unit with higher Toughness characteristic than it’s own, you can add 1 to the wound roll.
- Fortress of Willpower (1CP): Use this Stratagem in your opponent’s Psychic phase, when an Adeptus Custodes unit from your army is selected as the target of a psychic power that was successfully manifested this turn. Roll 1d6, adding 1 to the result if that unit is a Custodian Wardens unit; on a 4+ that psychic power has no effect.
- Indomitable Engines (1CP): Use this Stratagem in any phase when an Adeptus Custodes Vehicle model from your army would lose a wound as a result of a mortal wound. Roll 1d6; on a 5+ that wound is not lost. in addition until the end of that phase when this model would lose a wound as a result of a mortal wound roll 1d6; and on a 5+ that wound is not lost.
- The Emperor’s Auspice (2CP): Use this Stratagem in any phase, when an Adeptus Custodes unit from your army is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit your opponent cannot reroll any dice for that attack.
- Blood Games Veterans: 1/2CP use this Stratagem in your Shooting Phase. Select one Adeptus Custodes unit from your army that contains 5 or fewer models for 1 CP or 6 or more models for 2CP. Until the end of that phase when resolving an attack made with a ranged weapon by a model in that unit an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target. (do not make a wound roll).– Great for chipping wounds off of high-toughness targets.
- Archeotech Munition (1CP): Use this stratagem in your shooting phase, when an Adeptus Custodes unit from your army is chosen to shoot with. until the end of that phase when resolving an attack made with a ranged weapon with Damage characteristic of D6 by a model in that unit, roll one additional d6 and discard one of the dice. -Give your weapons the melta bonus rule.
- Auramite and Adamantium (1CP): Use this stratagem in any phase, when an Adeptus Custodes Terminator unit from your army is Selected as the target of an attack. Until the end of that phase when resolving an attack against that unit an AP characteristic of -1 or -2 are resolved as 0 for that attack.
Custodes Getting Subfactions (Shield Hosts)
The really exciting development in War of the Spider is the option to field your Adeptus Custodes as one of five Shield Hosts. Each has a unique Warlord Trait, Relic and Stratagem that reflect its background.
While each Shield Host is getting a Warlord Trait, Relic, and Strat, WHC gave us a little teaser of a few…
Emissaries Imperatus Shield Host
- Warlord Trait: Voice of the Emperor: If you are within 9 inches of this Warlord, friendly Imperium units can use that warlord leadership Characteristic. Add 3” to the range of this warlord’s aura abilities – This is good for soup, especially for something like Guard. It’s also fluffy because they are the Emissaries of the Custodes. While the wording is weird on this one, you don’t add 3″ to the 9″ aura. It’s normally a 6″ aura that’s had 3″ added to it already. So basically a 9″ Ld yes bubble. Not horrible, but it’ll ultimately come down to how GW reworked morale in 9th Edition too.
- Relic: Vexillum Dominates: While units are within 6” of a model with this relic, you can reroll failed morale tests for friendly imperium infantry and imperium biker units. While this unit is within 6” of a model with this relic, friendly Emissaries Imperatus. models count as 3 models for the purposes of determining who controls an objective marker. – Again, fluffy but not that great.
For this Shield Host, they’re getting a 1CP Strat that allows you to outright ignore any modifiers when you shoot or fight. Got some -1 to hit Raven Guard Eliminators in cover? Well, now you can delete them.
Shadowkeepers Shield Host
For the Shadowkeepers, their Warlord Trait makes them a nightmare for enemy characters. Your opponent’s characters specifically will be -1 to hit on your Warlord and your Warlord will force them to subtract 1 from all saves, including invulns against characters. He’ll be the chief nutcracker in your list.
- Relic: Stasis Oubliette: At the start of the fight phase, choose an enemy character model unit within 3 inches of a model with this relic. Until the end of that phase, halve the attack characteristic of models in that unit (rounding up), and when resolving attacks made by friendly Shadowkeepers model against that character unit, you can reroll wounds of 1.– Solid but you’ll want to put this on a character hunter.
- Stratagem: Grim Responsibility (1CP): Use in a phase where a Shadowkeeper unit of your army is chosen as the target of an attack. Subtract 1 from the strength value until the end of that phase if you attack that unit. -Decent in some situations. Could be the difference between them wounding on a 5 to a 6.
Solar Watch Shield Host
- Warlord Trait: Sally Forth: At the start of the movement phase add 1″ to the Move Characteristic of all friendly Solar Watch units who are within 6” of this warlord. While they are within 6”, models in friendly solar watch units that have Advanced can shoot with Rapid Fire weapons in the following shooting phase. But must subtract 1 from hit rolls for those attacks. -This is very strong if you’re going to be running a fast-paced list. You get the option to advance and still lob some shots downrange. Who cares if your 2+ goes to a 3+.
For the Solar Watch, they’ve had the Swiftsilver Talon teased which is a souped-up Guardian Spear. On this model alone, he’ll have four 2-damage shots and in melee, it’ll act like a regular spear. Overall, you’ll have way more reach than anyone expects with this weapon also having an Assault profile. Probably best of all is the ability to fall back, and/or advance and still assault afterward. Yikes…
- Stratagem: The Eagle’s Strike (0CP): Use this stratagem when an enemy character is destroyed as a result of an attack made by a solar watch model from your army. The next time your opponent wishes to use a stratagem they must spend 1 extra CP to use that stratagem. This stratagem can only be used once per battle round. -This is already a strong trick to have up your sleeve. But when you factor in the cost at 0CP, it just gets even better. Especially in the lategame where your opponent might’ve spent most of their CP.
Aquilon Shield Shield Host
- Warlord Trait: Revered Companion: When resolving attacks made against this warlord halve any damage they take.
- Relic: Praesidius: Model with a stormshield only. When resolving an attack against a model with this relic subtract 1 from the wound roll.– You can turn your Shield-Captain into a deceptively tanky dude. He’s already got a 3+ invuln but now your opponents will be -1 to wound.
- Stratagem: Shield of Honor: Use this Stratagem in any phase when an Imperium character unit of your army is chosen as the target for an attack of an enemy unit model. Choose an exhilarated Aquilan-shield-infantry-or Aquilan-shield-dreadnought unit within 3 inches of that imperial character model unit. Until the end of that phase, you measure the distance to that imperial character model unit when you deal with attacks of a model of the enemy unit, but you deal with the attacks from models of the enemy loan unit against the unit you selected. If the selected unit is destroyed, all remaining attacks expire. –This one is worded really weird, but it looks like units within 3″ can jump in front of attacks. This is great because you have to use it on dudes with a high invuln save.
Dread Host Shield Host
- Warlord Trait: All Seeing Annihilator.: when resolving an attack made with a melee weapon by a model in a friendly Dreadhost unit within 6” if this Warlord, an unmodified hit roll of 6 scores 1 additional hit. –Exploding 6’s is always good.
- Relic: Admonimortis: Model with a Castellan Axe only. This Relic of Terra replaces a Castellan Axe and the following profile. Range 24” Rapid Fire 1, S4, Ap-1, D2, Melee, S+3, Ap-3, 3D. -Where this relic really shines is in melee, with an additional AP and 3-flat damage over the normal axe.
- Stratagem: The Golden Light of the Moiraides: Use this stratagem at the start of your charge phase. Select one Dread Host unit from your army that teleported into battle this turn for 1 CP, or up to three such units for 2 CP until the end of that phase when a charge roll is made for those units, roll 1 additional D6 and discard one of the dice. –Basically, if you deepstrike dudes in, you can help assure they get into melee a big better by rolling another D6 and discarding the lowest. Definitely useful.
You Can Spend 1CP To Turn Shield Captains Into a Captain-Commander
Also touched on during the Warhammer TV Live Twitch stream, Shield Captains will have access to a new set of rules for 1CP.
Of course, you’ll need someone to lead your Shield Host, and War of the Spider includes an option to promote one of your Shield-Captains into a Captain-Commander. Costing just a single Command Point, this allows you to personalise the leader of your army by giving them a Captain-Commander Trait.
One of those rules will give your Captain-Commander +2 wounds, making him sit at a fat 8 wounds.
If you suspect your Shield-Captain is going to be going against something like Orks, Nids or GSC, Master of Melee will give him a bonus 2 attacks if he’s got six or more enemy models within 1″. This will be a little tricky to pull off, but if you charge a character and a unit next to him, then you can eat that poor character alive.
Here are some other rules spotted on Reddit:
- Slayer of the Unclean: When resolving an attack made by this model wounds of a 6+ double the damage characteristic of the weapon for that attack (D3 damage becomes 2d3)
- Swift as the Eagle: Add 1 to Advance and Charge rolls made for this model. Add 1” to the move characteristic of this model.
- Strategic Mastermind: While this model is on the battlefield, you can roll one d6 for each command point you spend to use a stratagem; on a 5+ that command point is refunded. you can only have 1 command point redundant per battle round by this ability
- Bane of Abominations: when resolving an attack made by this model against an enemy monster unit or vehicle unit, you can re-roll the wound roll.
- Unstoppable Destroyer: When this model piles in, it can move up to D3+3” and can end the move closer to any enemy model within that distance of this mode. When this model consolidates, it can move up to d3+3” and does not have to end the move closer to the nearest enemy model.
- Defiant to the last: for each wound this model has lost, increase it’s attack characteristic by 1 (to a maximum of 3 additional attacks)
- Inspirational Exemplar: Add 3″ to the range of this model’s aura abilities.
Talons of the Emperor: Sisters of Silence Are Now A Part of The Custodes!
The curse has been lifted! The Custodes will finally have a cheaper aspect added to their army.
Thanks to their Talons of the Emperor rule, the Sisters of Silence can be added into any Adeptus Custodes army. However, what if you wanted to add them into another Imperial force? The Null-Maidens rule can help you out.
The Sisters of Silence are coming with a sweet rule that allows you to take them in a Vanguard Detachment without having to bring an HQ. This frees players up to take a Vanguard of Sisters in any Imperial Soup list.
On top of that, Psychic Abomination protects them from Psyker-heavy lists like Thousand Sons and Grey knights. However, if you’re running a Psyker heavy list with some Sisters, your opponents will have a harder time Denying the Witch.
YIKES, that’s powerful. We’ve seen how brutal a 50/50 deny chance is for the Black Templars. However, Sisters of Silence are going to be able to Deny the Witch on a 3+. The best part is that you’re still allowed to attempt to roll the dice to Deny before you pop this Strat. Next stop value town!
This one is interesting. If you’re taking flamer Sisters in your list, you can spend 1/2CP depending on how big your squad is and count any roll less than 4 for auto-hits as a 4. Decently strong.
- Talons (1CP): Use this Stratagem in any phase, after shooting or fighting with an Adeptus Custodes unit from your army., Select one friendly Sister of Silence Infantry unit within 6” of that unit. until the end of that phase, when resolving an attack made by a model in that Sisters of silence unit. you can reroll the hit roll.
- Punishment fire (1CP): use this Stratagem in your shooting phase, when a Prosecutors unit from your army is chosen to shoot with. Until the end of that Phase, change the range and Type characteristic of Boltguns equipped on models in that unit to 18” and assault 3 respectively.
- Desperation’s Price(1CP): Use this Stratagem in your opponent’s Psychic Phase when an enemy Psyker unit within 18” of a Sisters of Silence Infantry unit from your army suffers a Perils of the Warp. That psyker suffers an additional D3 Mortal Wounds.
- Creeping Dread (1CP): Use this Stratagem at the start of any phase. select one Sisters of Silence Infantry unit from your army. until the end of that phase when resolving an attack made by a model in an enemy unit within 6” of that unit, subtract 1 from the hit roll.
- Decapitating strikes (1CP): use this Stratagem in the fight phase when a Vigilator unit from your army is chosen to fight with, until the end of that phase when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.
- Immaterial Dissonance (1CP): Use this Stratagem in your shooting phase or your opponents’ charge phase. after resolving an attack made with a psyk-out grenade by a Sisters of Silence model from your army against a psyker or a Daemon unit that scored a hit, until the end of that turn that psyker or daemon unit Can not fire overwatch and when resolving an attack made by a model in that unit subtract 1 from the hit roll. -This is basically the Primaris Reiver trick in Stratagem form.
Officio Assassinorum Rules
These Assassin rules were first spotted on Imgur. Laying the groundwork on the Assassins, they’re the same points cost and don’t break any faction rules like Doctrines, etc now. Plus, they all have a deepstrike ability and have a 4++ invuln.
Yeah for Space Marine and mono faction armies!
The Vindicare looks unchanged. With a 72″, cover ignoring rifle that always wounds Infantry on a 2+, this dude is still an attractive option for any Imperial list wanting to 86 some characters.
Slight wording has been changed on Sentinel Array. However, it has the exact same effect. You get to pull out your gat on dudes that think they can get away.
Moving into the Stratagems, these four were first seen a while ago out of the White Dwarf support. It looks like they’ve finally made it into an official binding.
Shadow Assignment is new at 2CP, it lets you swap out an Assassin with another one, as now you just get to field one in your army per the Agent of the Imperium rules.
However, it”s similar to what looks to be the “retired” (as in its not part of these new rules) Operative Requisition Sanctioned strat that let you basically do the same thing.
So now you’re still essentially picking an assassin after you see your opponent’s army, then spending two CP to immediately swap it out again… Or no Command Points to just keep the assassin you showed up with anyways. Interesting change on GW’s part, but it seems more streamlined now?
Priority Threat Neutralized looks to only net 2CP now if you kill the Warlord. However, at 0CP and having the ability to pop it whenever an enemy character is destroyed, this is a great way to farm CP through Assassins. That’s a mechanic some armies struggle with.
All in all, the changes in the War of the Spider book for the Assassins are a little like the Deathwatch support in the White Dwarf. Not a lot changed at all and the support that they DID get, was stuff we’ve already seen.
Which faction do you think made it out the best in War of the Spider? Will you be playing a Creations of Bile Detachment in your Chaos list?
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