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New 40k Armies of Renown Rules: Chardon Book of Rust

death-guard-wal-hor-titleGW previewed how the new Armies of Renown 40k rules are going to work, including the restrictions on list building and the benefits.

Warhammer Community just unveiled a bunch of new rules coming in the new Charadon supplement. The preview shows what the forces of Typhus and Ad Mech have to look forward to in the new book. To unlock the new style of army composition and rules, there are some restrictions as to what you can actually take in the army.

The Ad Mech version can’t take any Skitarii units and the DG version cannot take any units with the Vehicle keyword. Some fairly big setbacks, but the new special rules might just be worthwhile. Let’s jump into it!

New Armies of Renown 40k Rules from the Book of Rust

The First Captain of the Death Guard has a bone to pick with the Charadon sector. Follow the story of Typhus’ invasion and discover how it sets the Imperial defenders reeling, as the whole sector descends into anarchy with warring factions everywhere you look.  It’s no surprise that the Orks are getting stuck in, but the Drukhari too? It’s definitely not a good time to be a loyal Imperial citizen in the Charadon sector.

In terms of new playable 40k rules, the book is going to focus on Ad Mech, Dark Eldar, Death Guard, and Imperial Knights. With three codex supplements, there will be even more rules than most of the PA books. Not to mention all the campaign rules and Crusade stuff. If you want to see more about the pricing and release, you can check it out here. But now, let’s get into the new rules!

Terminus Est Assault Force

Terminus assault forceIn particular, Typhus is quite fond of throwing legions of Poxwalkers and other plague-ridden horrors into a brutal headlong charge while his hand-picked squads of bubonic Astartes teleport into key positions and strike crucial enemy targets.

Well, not taking any vehicles is obviously a big hindrance, but it lets basically all your Bubonic Astartes reserves deep strike. On top of that, they gain a new Psychic discipline and a whole bunch of other special rules like relics and stratagems.

If you aren’t too fond of vehicles anyway, this could be right up your alley, but if you love the DG vehicles, this is probably worth passing up.

New Stratagem

Callous Disregard Armies of RenownIf you can get your Poxwalkers and Plague Followers up into combat, then teleport your DG into the field and just blast the combat, this could be pretty fun. It makes more sense now that they gave the DG Combat Patrol so many Poxwalkers.

They want you to take a bunch of them and then have your more elite units come into the battle and fire on them. But for 2 CP and only one unit, this is a pretty hefty price for what it is. We assume since the flamers don’t roll to hit, they just hit everything.

Maybe? Not sure how that will work.

Lungrot

Lungrot armies of renownThis is pretty nice when your opponent is planning a devastating charge, you can stop them in their tracks and then get a whole nother turn to shoot them down. Especially now with DE being able to advance and charge on turn two.

Rotgrip

Rotgrip armies of renownHave you ever wanted to see a man crush a Titan in his hands? With this gift of Grandfather Nurgle, your Chaos Lord can wound a Warlord Titan on a 3+. If that isn’t a show of the Chaos Gods’ overwhelming power, we don’t know what is.

Well, with the Plague Weapon ability and x3 Strength, there’s not much out there that won’t be wounded by this. If you need someone to destroy enemy armor, this looks like it will do the trick, while D2 isn’t too overwhelming, you will at least be getting through most attacks.

Mechanicus Defence Cohort

Mechanicus Defence Cohort armies of renownBy tweaking their more mechanical creations to better hold the line at any cost, the defence cohorts of Forge World Metalica are able to shrug off damage that would fell a lesser automaton and more accurately lay down a storm of fire against the shambling hordes charging their lines. It’s so effective, in fact, that the idea can be picked up by any Forge World you might wish to choose.

This doesn’t seem as big of a setback as the DG one. Because Ad Mech has plenty of cool units without the Skitarii keyword! Right off the bat, you get some pretty interesting rules to make them better at withstanding fire and Overwatching better. On top of that, you also unlock a bunch of new rules as well.

New Stratagems

Purge Solution armies of renownThis is pretty nice for your big shooty stuff attacking enemies sitting back in their deployment zone, and for 1CP getting +1 to hit is fairly nice. But be careful when using it, because both the shooting unit and the target still have to be wholly within the respective deployment zones for this to work.

Bolster DefencesThis lets you anchor your army around a certain terrain feature to really bolster their saving throws. If you can get a few units around the feature, for 2CP it can really make a difference.

Forgefire

ForgefireThis may be the only new Relic they get, it’s hard to tell with how they worded it, but let’s hope they grab a couple more. But hey, nothing wrong with a little more punch to your Volkite Blasters!

What do you think about the rules previewed so far? Will you be trying to run either of these Armies of Renown?

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About the Author: Travis Pasch