Det har släppts en hel del leaks via Bolter and Chain
länk nedan.
http://www.bolterandchainsword.com/topi ... in/page-44
här är en mindre sammanfattning ( kan ej ta cred för den, praise the internet)
WARLORD TRAITS
1 The Hunt: Warlord has Precision Shots and Ignores Cover
2 Courage of the First Legion: 12" Fearless bubble for DA units
3 For teh Lion! Warlord and unit has Furious Charge
4 Brilliant Planning: While Warlord is on battlefield, may modify Reserve Rolls by 1 after the roll
5 Rapid Manoeuvre: +3" to Flat-Out, Turbo-boost, Run, AND CHARGE MOVES
6 Hold At All Costs: Warlord and unit has FnP within 3" of an Objective
Interromancy powers:
Primaris - Mind Worm - WC1 focussed witch fire, 12" S6 AP2 Assault 1, Ignores Cover, if model takes an unsaved wound then -3 BS/WS/I/Ld for rest of game
1 - Seed of Fear - WC1 Maledication affecting all enemy units within 9", they take Morale, Pinning, and Fear on 3d6
2 - Righteous Repugnance - WC1 Blessing 24" grants unit Rage
3 - Aversion - WC1 Malediction 24" unit may only fire Snap Shots
4 - Malestrom of Misery - WC2 witchfire 24" S1 AP2 Assault 1 Blast always wounds on 4+
5 - Trephination - WC2 18" focussed witchfire - affected model rolls 2d6+2-Ld and takes that many wounds with no armor or cover saves
6 - Mind Wipe - WC3 24" malediction - target unit is WS1/BS1 until end of their next turn, when they have to take a Ld test, if failed effect is permanent
om de olika tillbehören detachments och formations
RW and DW Company banners are unchanged.
Deathwing rule replaces Inner Circle, grants Fearless and Hatred (CSM).
DW Knights maces of absolution now AP3, Smite is now basically a Smash attack: trade all attacks for one Sx2 AP2 attack, chosen per model, not limited use.
DW Assault is a formation rule, everything Deep Strikes in on choice of turn 2, 3, or 4 - includes Ven Dreads in Pods.
Summoned to War is a detachment rule, all units in detachment must start in Deep Strike reserve, if army has a RW Attack Squadron or Strike Force you choose the results of Reserve Rolls for the detachment.
Summon the DW: Formation rule, models in the formation are basically 12" teleport homers for DW units.
Ravenwing rule allows models to reroll failed Jink saves.
Speed of the Raven detachment rule: On first tirn (or second if units in reserves), units that turbo-boost or Flat Out count as Jinking but aren't forced to Snap Shot the following turn.
Ravenwing grenade launcher radshell is no longer -1T but the to-wound of 6 causes two wounds.
Sammael in Sabreclaw gets a D3+1 S4 AP2 hits sweep attack.
Land Speeder Vengeance plasma battery is 36".
Dark Shroud's Icon of Old Caliban is Fear and Stealth to DA units within 6" and prevents Overwatch when those units start the Assault phase with 6" of it.
Blade of Caliban not Unwieldy.
Relic blades is S+2 AP1 Unwieldy Two-Handed.
Ezekiel grants +1A to models within 6" instead of the WS buff.
Power field generator gone, Azarael's Lion Helm does affect transport he is in.
Sammael can fire both his guns now
Azarael still gets to pick his Warlord Trait off the DA chart, also grants +1 to Seize the Initiative.
The Hammer of Caliban formation (Techmarine, a Land Raider of some flavor, and a unit of WW's, Preds, or Vinds) has to have the Techmarine start in the Raider, but the Raider is BS5 as long as he's in it. There's also a couple of "All the vehicles in the formation form one squadron but count as two units if destroyed" rules -