BREAKING NEWS: New Space Marine Reivers Revealed!

I was on the fence about Primaris Space Marines. I felt the Intercessors looked good, but somewhat dull. I thought the Inceptors looked like flying nuns with wimples flying out the back.

Reivers... I think I could happily build an army around these guys. Or maybe even an entire army out of them

I'm actually going to hold fire on a full rules analysis. Judging from the new equipment reveals, I think these are going to be one of the best units in the Space Marine arsenal. I want to give them a proper going over... with maths!

What we have revealed today:

Grav Chutes
Having pinched an idea from the Grey Knights, the above Reiver has added some bits to his power pack which allow him to fly... ish. We don't know what these do beyond giving new deployment options, but it's hardly a stretch to assume this is some kind of deep strike wargear.

Grappling Hooks Hard to say what these will do, but they'll either allow the Reivers to ignore terrain, or they'll do the cool Khar…

DnD Optional Rules: Infection!

Patron-only post is up now. This week is still following on a Dungeons and Dragons theme, as requested by The First Patron (all Neophytes of the club hail his name). If you'd like any other content, please drop a little into the pot, for paint pots of new players in Warhammer.

Here's a snippet of the post:

If you’re a new Dungeon Master, it’s a good idea to daisy chain pre-packaged adventures before diving into your own story creations. As a matter of fact, I always start off with a standalone adventure with any group, regardless of if they’re experienced or not. It’s just a better way of testing the waters before throwing all your creative juices into a campaign. No point in giving away your best plot lines for a group that falls apart after the first session.
That said, if you are stringing together these often one-shot dungeons, it can difficult to maintain a sense of continuity. A good way of keeping a theme running through these is to give your characters a curse or infection. It’s certainly not the only way, and it may be something you want to discuss with your players before springing it on them.
Again… that said, it’s often a good way to surprise your more experienced players. One trip through the sewers too often could result in any of the below.
But let’s be honest. Disease is not fun. No one wants to play the sniffling paladin, or the fighter with the Nurgle’s Rot.
So, I’ve created a list of diseases which, rather than just being gross, also give players some benefits. The curses that are most fun to read about in stories are the ones which make the character think twice about curing...

Until the next time!

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