Ok. My actual review won't happen until Commissar Calgar returns from his fishing trip, plus I'm more interested in going over the fluff sections than the rules. That said, despite seeing a lot of this before, this will be my stream of consciousness first (knee-jerk) reactions to the rules in this book:
1. Heavy Weapon teams count as 2 models in a transport, 1 model all other times. Cool.
2. Vehicle squadrons really are squadrons.
3. As expected, you start with Company Command Orders and then go to Platoon Command.
4. Orders do not prevent shooting/running but must be done before shooting/running.
5. Double 1's = Inspired Tactics, get another order.
6. Double 6's = Incompetant Command, no more orders that turn for the
whole army.
7. Appears that Company Command Squads all have BS4 Vets in them, including BS4 Vet
HW Teams. There ya go.
8. New artwork of the Command Squad is basically a picture of the new Cadian Command boxed set. The Officer looks like the one from the new kit and the Standard Bearer even has the bionic arm from the new kit!!
9. Senior Officer = 12" Radius/2 Orders a turn.
10. Bring it Down = Twin-Linked.
11. Fire on My Target = Enemy re-roll successful cover saves.
12. Get Back in the Fight = Unit auto-rallies/un-pins itself and gets to shoot/assault that turn.
13. Overall, nothing inherently wrong with these orders. I'd still prefer my Command Radius back though.
14. Advisors all have the same statline except the bodyguard who's WS4.
15. Telepathic Relay = +1 to all Reserve Rolls and re-roll table edge for outflanking. Honestly, the model for the Astropath is so awesome that even if he killed a random model in your army every turn I'd still buy him.
16. Arty Bombardment =
2D6 scatter on a HIT,
3D6 on an ARROW, -
BS if he has
LOS. I don't think you'll be hitting much with this, given the average scatter of 3" if you hit, and 7" if you miss.
17. Fleet Officer = complete opposite of Astropath. -1 to their reserves, force re-roll on outflank table.
18. Bodyguard = Up to two wounds placed on the Bodyguard. The rule is called '
Look Out Sir - Arrrgh!'. Is Arby a real person, or is Robin Cruddance a pseudonym for Jervis?
19. Commissars have 1 wounds now. They've actually gotten worse. Christ...
20. Stubborn for the unit, as we know.
21. Aura of Discipline... what a stupid fething name for a special rule. Anyway, 6" Ld10 radius for the Commissar Lord.
22. Not impressed really. I know I'm not at the army list section yet, so I haven't got their points, but I'm expecting the 40-70 range. 40 points for a 1 wound model? God almighty...
GW haven't made a decent set of rules for Commissars since 2nd Ed.
23. It's nice to see the Primaris back. Thanks Jervis for dragging us kicking and screaming to some weird partial 2nd Ed/3rd Ed fantasy world.
24. Thankfully he has 2 wounds.
25. He has 'Waste of Time Arc', with it's whopping AP5, and 'Pointless Shroud' which causes units to take a 'they're probably going to pass it anyway'
Ld test to avoid shooting at the unit. 'Spose it's a nice thing to attack to a CHQ or whatever, but I just don't see the point. Cool model though.
26. Artwork for the Primaris is funny. He's lightning arc-ing an Ork, and the Ork almost looks as if he's turning to his mate and going '
Wot? Dis 'spozed ta 'urt or sumfing?'. He's probably a Biker nob in 'Eavy Armour ignoring the pathetic AP5 hit. What a waste...
27. I love that pic of the Enginseer. No rules for these guys will ever be as cool as this picture.
28. Mindlock - the pointless waste of time rule from the Marine Codex - is back for Guard Techpriests, reminding us why we'd ever bother with Servitors. Ah well, there's always 6th Edition Guard I 'spose.
29. 5+ to repair is semi-decent. Any more though and he'd be mandatory, and as he's not a special character, they can't make him mandatory.
30. He has a Servo-Arm... I think it's there to taunt you really, 'cause a T3 W1 I3 model ain't going to survive to Init1 to use it.
31. Like Commissars, Priests lost a wound. And they'll still be 40 points.
32. Righteous Fury has no effect on Ogryns, 'cause that'd actually make Priests useful, and we wouldn't want that now would be. Useful Priests? Useful Ogryn? Are either of them Special Characters?
33. An eviscerator counts as a powerfist but rolls an extra
D6 for penetration. I suppose they have to say that because there are no Chainfists in this book.
34. He has a 4+ invul save... I'm sure that's worth 40 points.
35. First Rank Fire, Second Rank Fire = 2 shots for Lasguns out to 24", 3 shots for Lasguns out to 12". 'Spose if you fight a lot of Grot-heavy armies that might be useful.
36. Incoming = +2 to cover save. Ok...
37. Move! Move! Move! =
3D6 picking highest for running. Could be good for objective missions.
38. Platoon Standard = Gives an whopping +1 wound for combat resolution. Yay. Like a Command Squad can survive a round of combat...
39. I love the artwork here. Catachan Officer running forward waving is sword one way, his plasma pistol another, and he's not looking where he's shooting. I 'spose that turn he rolled a Double 6.
40. We know what the blob platoon rule is, so I won't repeat it except to say I'm happy it's not an all or nothing rule. You can choose how many squads blob together, rather than just all of them. Makes a nice change from the usual extreme ends of the spectrum
GW usually takes.
41. Heavy Weapon Squads get a whole page of fluff for what basically amounts to a statline. No rules or anything. Special Weapon Squads are a sub-heading.
42. I find the inclusion of the '
The Ubiquitous Lasgun' box to be amusing on the Heavy Weapon page.
43. RAR! Chimera still have AV10 sides and is very long. Not good.
44. "
In reality, several are firing from the fixed lasguns on the side, but because Allesio can't count to 6 assume all shots to be taken from the hatch".
45. The Command Vehicle rule thing gives you a magical range extender for your orders.
46. Veterans have Defensive Grenades. Goody for them.
47. Shotgun to the face!!!! (you'll know it when you see it)
48. Hmm... Catachans and Elysians joined forces, became a good jungle fighting unit with access to Valks, and fought in the Saikong war... the Miss Saikong war by any chance? Did they attack the Tau stronghold of H'chi'M'in City?
49. They take away Infiltration as standard and give them fething Photon Grenades in responce? Vets need Photons like they need a fething hole in the head... I mean, they're not even WS4. How does this help them? They're not going to survive combat!
50. Penel Legions are Ld8 base, ok.
51. Gunslingers = Assault 2 Lasguns. Thanks for paying all these points for this squad, now as your reward you get to fire 2 shots from you Lasguns all the time!!! YAY!
52. Psycopaths = Fleet, F-Charge and Counter-Attack. What more could you want on a WS3 T3 WI I3 unit with Lasguns?
53. Knife Fighters = Rending. I think it's amazing that they got together people from a Penal Legion and the mother fethers are all expert knife fighters? What are the chances?
54. This Codex's Possessed. Easily.
55. Well at least Ogryn a stubborn. Then again, Grey Knight Terminators are Fearless.
56. I've said it before and I'll say it again, when GKT's are a cost-effective alternative to Ogryn, something's really fething wrong!
57. Rippers are so mighty with their
AP-.
58. Ratlings have Infiltrate and Stealth.
59. Worded differently to before, I can confirm that
RR's only use their Lances when they charge, not when they get charged. Of course, if your
RR's are getting charged you're doing something wrong and they're so fragile that they'll probably all die before you get the chance to charge them anyway...
60. Move Through Cover and Scout only for Scout Sentinels, as you'd expect.
61. Storm Troopers have Deep Strike as standard, like they always should have had.
62. Recon = Scout & Move Through Cover. Useful for a Deep Striking unit.
63. Airborne = Re-roll Scatter = Mandatory for Deep Striking unit. An option you take all the time isn't an option.
64. Behind Enemy Lines = Infiltration. Scout would be cool to combine with Infiltrate... oh wait...
65. Hot-Shot Lasgun = Neutron Gun that's worse, if that's even possible.
66. Soulstorm could be a useful power.
67. But it won't ever get used because Weaken Resolve is way better.
68. Lumbering Behemoth is quite a nice rule. It wouldn't be necessary if
40K's vehicle rules weren't so utterly idiotic, but it's nice to finally have a tank with 4 guns that can actually
use its 4 guns.
69. No Battlecannon rounds from the Vanquisher. Put your
FW models in the bin kids.
70. I love the Eradicator. This Codex's Hellhound.
71. Punisher represents a typical
GW backstep. "Let's make a gatling tank!" "Yeah! We'll make it Heavy 20." "Awesome... wait... that's going to be too powerful!" "Ok, S5 and no
AP value. And a really short range." "Yeah! That works." "OMG! It's a Heavy 20 tank!" "Quick, up its price." The scary part is this dialogue only involved one person - Jervis talking to his imaginary friend Robin.
72. I can't think of a reason to take the Nerfhound.
73. The Devil Dog has a stupid name.
74. The Devil Dog actually has an ok gun.
75. The Banewolf has a stupid name.
76. I can't think of a reason to take the Banewolf. You have to be in flamer range. Not template with a 12" range, actual real flamer range. Why would you go that close to enemy troops and risk
HTH combat? a 2+ wound ain't worth that. Not even with AP3.
77. I love the fact that the Hydra got its own page!!!
78. I can't think why you'd bother with a Medusa. Who honestly things +12" of range is worth -2AV?
79. I still think it's weird seeing the Bombard on a Chimera Chassis. Min range of 24" basically makes the Basilisk the lame duck of this lot, especially considering the Bombard has AP3 and ignores cover.
80. Griffon is awesome.
81. Manticores are now S10 MIRV launchers! And they are limited to 4 shots a game.
82. Why is the Deathstrike in
40K? Deathstrikes mount Titan Warp Missiles and Barrage Bombs, not standard ordnance. They should be
Apoc only.
83. The max range is great - 960"... y'know, just incase you're playing on a table that's 80 feet from corner to corner. Assuming my math isn't off that's a (roughly) 46 foot by 65 foot table. That's one hell of an
Apoc game.
84. The Valk is redundant.
85. The Vendetta isn't.
86. Lord Mandatory E. Creed has that wonderful 24" range and 4 orders a turn, including a useless Order that gives a unit Furious Charge.
87. Pask in an Executioner is just brutal. Re-roll To Wound vs Monstrous Creatures.
88. Never Give Up, Never Surrender. Isn't that cute - Jervis has seen Galaxy Quest.
89. Colonel 'Re-release an Old Model' Straken.
90. His 12" Furious Charge rule, while not something Guard really need, is pretty cool. Everyone within 12" gets F-Charge and Counter-Attack. That's not bad.
91. He's T4 and S6 base... and has
2D6+6 armour penetration! And counts as having a Power Weapon. He's kinda nuts. I like him.
92. He's no longer 'Sly' Marbo? Just Marbo? Was the blatant use of another character just too blatant for
GW this time? It's never stopped them before, so I don't see the problem.
93.
LOL! 'Marbo does not take orders - he's a loose cannon! Hand in your badge! Any order issued to Marbo will automatically fail." So... why issue him orders in the first place? Wouldn't've have been easier Mr. Crudance to just say "Cannot be issued Orders"?
94. Deploys like a Callidus, stings like a bee.
95. Gunner Sergeant '
Could we re-sell Ox in a Direct Only blister?' Harker. Has Feel No Pain. Oh goody.
96. Toughness 4.
97. Eternal Warrior.
98. Iron Will.
99. Forcefield.
100. Welcome back Commissar Yarrick. It's been too long.
101. Captain Al'Rahem is a RETCON! He's no longer a member of the Macharian Crusade, he's someone else... who's named after the original Al'Rahem.
102. Can we call the new Al'Rahem 'Bucky'?
103. Chenkov marched his own troops across a minefield to clear the way for his tanks. Damn! That's brutal.
104. 12" Stubborn radius? Could be useful.
105. Let's place our bets now. Mogul Kamir did not get a model in 2nd Ed, will he get one in 5th?
106. Rage. Yeah.
That's a useful ability.
107. Another little Retcon. For those of you who remember, Nork's dead. He retired and died age 100-and-something. They've changed that.
108. 'Eye-Battlecannons'. Nork may fire D3 Battlecannon shots out of his eyes to justify his 110 point price tag.
109. I made that last one up.
110. Loyal to the End. Commissar will not shoot Nork... but if the Commissar shoots Nork's commander, Nork kills the Commissar!!!!!!!!!!!

Awesome!!!
111. That's not worth 110 points though.
112. Heroic Sacrifice gives him
D6 S6 auto-attacks when he dies.
113. That ain't worth 110 points either.
114. Eviscerator...... See Page 35. Why even have a Wargear section if you're not going to have the damned Wargear in there! AHH!!!!!

115. Hotshot Laspistol = Range 6".
WTF?
116. Hold on? Where are the pictures? I thought the whole point of the Wargear section was for new players to be able to see what weapons are what easily, as well as presenting the rules for all the weapons in the Codex. So this section does neither of these things. I guess Jervis' son knows what a Lascannon is now.
117. Page 70 is hilarious. It's the vehicle armoury and conists mostly of "See page XX".
Why even bother!!!!???!!!!! 118. Commissar Lords can take Chimeras. They don't need a retinue.
119. Yarrick can take a Chimera! Yarrick has his own ride! That's awesome.
120. For 70 points I just can't see a valid reason why an army would benefit from a Primaris Psyker.
121. Oh feth off. Priests went
up in Price?
Up? Bloody hell...
122. You can have 2 Gun Servitors now because of [Insert Arbitrary Restriction Here]. So for all you folks who have groups of 3 Gun-Servitors (2
HBs and a Plasma Cannon) sucks to be you.
123. It's been done to death but yeah, 16 point Storm Troopers.
124. Heh. H-Vets don't even get their pathetic Snare Mines as standard. They have to buy them with Cameleoline for +30 points.
125. 30 points to give the H-Vets Meltabombs and a single Demo Charge? Wow that's expensive.
126. Who would pay 30 points for a change from Sv5+ to Sv4+?
127. Chimera overpriced by 10.
128. I don't know why they continue to insist that Sentinels be so costly...
129. Why would you pay 40 points to force your Rough Riders to move every turn?
130. Devil Dog wins because it has a decent weapon and is 10 points cheaper than the Nerfhound and the stupid waste of space poison thingy.
131. Devil Dog loses because the Vendetta exists.
132. Why would you pay 20 points for Heavy Flamer Sponsons?
133. Executioner + Plasma Cannon Sponsons + Camo-Netting + Commander Pask = a 300 point tank!!!!
134. Hydras are cheap but we knew that.
135. Griffons are awesome.
136. So is the Bombard.
137. Who'd pay 135 points for an AV12 open-topped 1-gunned Demolisher.
138. Who'd then go and pay a further 5 points on that same AV12 open-topped 1-gunned Demolisher to give it a smaller blast radius...
139. Manticore... or Bombard + Griffon. Hmm...
140. Call now and for 20 points less than this Deathstrike you can have a tank that fires every turn!!!!!!
And that's all from me. Looking forward to the non-rules parts of this book, and Commissar Calgar will return.