BREAKING NEWS: Imperial Fists, Crimson Fists, Black Templars Stratagems and Chapter Tactics!

Crazy long title... I think this would have been better as two reveals on Warhammer Community, if only to spare my poor typing hands.

Okay, let's get this ball rolling on the collective Sons of Dorn!

Imperial Fists First up the chapter tactic. As for the Salamanders and Iron Hands, I'll just copy and paste from the previous post:

Imperial Fists, Siege Masters
No bonuses for cover saves against IMPERIAL FISTS modelsRe-roll failed To-Wound rolls against buildings
Somewhat situational I feel, but definitely useful for shooting up Infantry in cover and during night fighting. I don't think this is a terribly attractive Chapter Tactic compared to the rest though... perhaps it's made up for with a strong Stratagem to be revealed later? Undoubtedly universal for every unit that can have it. Like the Iron Hands it's not hugely exciting, which is why I think a lot of people will tend to gloss over it. However, consider that a lot of psychic powers out there will be giving bon…

BREAKING NEWS: Redemptor Dreadnought Rules Revealed!

And here I thought my Painting Whiite Space Marines Guide was the biggest thing I'd do tonight! The Redeptor Dreadnought has been released up on Warhammer Commuinty, bumping up the information I gathered fro the Warhammer Live Stream.

Without further preamble, here's a part of the data sheet:

space marine redemptor dreadnought datasheet
Quick, tough... 

space marine redemptor dreadnought
And with huuuge guns...

What's not here are the weapon rules, which I got off the live stream battle report yesterday (hard core reporter here!):

Heavy Onslaught Gatling Canon
  • Range: 30 inches
  • Type: Heavy 12
  • Strength: 5
  • AP: -1
  • Damage: (1?)

Onslaught Gatling canon
  • Range: (30 inches?)
  • Type: Heavy 6
  • Strength: 5
  • AP: -1
  • Damage: (1?)

Redemptor power fist

  • Range: Melee
  • Type: Melee
  • Strength: x2 (14!!)
  • AP: -3
  • Damage: d6
  • No -1 to hit as with other power fists.

Icarus rocket pods
  • Range: 24 inches
  • Type: Heavy d3
  • Strength: 7
  • AP: -1
  • Damage: 1
  • +1 to FLY units, -1 to non-FLY units

Macro Plasma incinerator
  • Range: 36 inches
  • Type: Heavy d6
  • Strength: 8
  • AP: -4
  • Damage: 1

  • Range: 36 inches
  • Type: Heavy d6
  • Strength: 9
  • AP: -4
  • Damage: 2
  • If 1 rolled to hit, takes a mortal wound

Frag Storm Grenade Launcher
  • Range: ??
  • Type: Assault d6
  • Strength: 4
  • AP: 0
  • Damage: 1

Heavy flamer
Storm bolters

So it's basically one of these:

tau riptide
Tau lawyers currently checking Imperial copyright law

And we can probably end the discussion of the Redemptor Dreadnought there. The Riptide has been a powerful unit in 40K since as long as it was introduced. Now, Games Workshop's flagship faction have got their hands on one... just one that can't fly, and can melee. Well if you can't beat them into the ground with grav-weapons... join them.

But let's just do a quick comparison with the old school dreadnought:

space marine dreadnought datasheet

The Redemptor is stronger in every way bar one. The original Dread maintains it's stats across it's lifetime. Space Wolf dreads also have the advantage in their storm shields, but the other specialists are perhaps now redundant in the face of this thing.

Well, all except one dreadnought, and we'll leave him with the last word:

space marine dreadnought field police
"I am the law!"
Until next time!

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