40K: 8th Starter Box Datasheets

Have you been wanting to see the unit rules from the upcoming 8th Edition Starter Box? Here they are!

Games Workshop is not letting up the gas on 8th today. At Warhammer Fest 2017 they are running demos for 8th and they have the majority of the Start Box unit Datasheets out for folks to use. Check out the new datasheets for the Primaris Space Marines AND the Deathguard starter box units:

via Warhammer Community

Deathguard Units

 

Primaris Space Marines

 

 

Wow – that’s a lot to digest! The Plasma Incinerators are going to tear up heavy armor and can get super charged for more damage. The Lord of Contagion’s Nurgle’s Gift seems like a good way to get random Mortal Wounds and he looks tough as nails to take out. And speaking of tough to take out, those Poxwalkers are no joke either. Not only do they have Disgustingly Resilient, they can also replenish their ranks from other fallen enemy units!

I’d also like to call out the wall of text that the Plague Marines have. The Blight Launcher, the new Plasma Gun rules, and they ALSO have Disgustingly Resilient. They are going to be a pretty great option for Chaos Players all around.

 

What do you think of the changes to Plasma Weapons? Are you considering loading up on those for 8th now? How about those Plague Marines? Let us know in the comments below!

  • Xodis

    So who all plans to make a probe joke when the Drone kills someone in melee? I know I do hehehe

    • Xodis

      Also its good to see Plasma is more dependable.

      • Shinnentai

        Yeah interesting to see a return of the different power settings for plasma weapons. Though I think it was just on the Heavy Plasma gun in 2nd ed.

        • Mr.Gold

          Yep, I know what I will now be buying – Kataphron Destroyers with Plasma Culverins…

        • Moik

          Nah, almost all plasma weapons came with variable settings for Imperials at least. I play 2nd fairly often, btw.

          • Shinnentai

            I just checked the 2nd edition wargear list – neither the Plasma gun or Plasma pistol had variable settings. They both needed to recharge for a turn after firing normally.

          • Moik

            DAmn I forgot that this is one of the differences between Necromunda 2nd ed’s rules and 2nd ed. Yeah you’re right.

        • Moik

          Nah, almost all plasma weapons came with variable settings for Imperials at least. I play 2nd fairly often, btw.

      • Vorropohaiah

        keep in mind these aren’t normal plasma guns. normal plasma guns might be different

        • Xodis

          Normal Plasma Guns have the same Super Charge function and rules but are 24 inches and only -3 AP instead of -4.

        • Moik

          You can see regular plasma in the Plague Marine profile, cheers.

    • Shinnentai

      STOP READING MY MIND

      • Xodis

        “you didn’t just get probed, you got probed with a something dirty!” lol

        • Shinnentai

          Great, now I have to go to the clinic…

        • 301stFeinminsterArmoured

          At least when the Cronos did it, there was a reasonable expectation of a cleanish needle. Granted, when the Cronos did it, you weren’t going to live through the experience anyway…

    • piglette

      I can’t for when I’m STILL hearing this joke in 5+ years.

  • ieyke

    Those Hellblasters hanging out with a Gravis Captain are just going to slaughter stuff like crazy.

    • orionburn

      I think my Black Knights are going to be hanging out with him a lot. Character placement is going to be huge in this edition.

  • Sv 7+? What does that mean?

    • Shinnentai

      Cover adds to a model’s armour save. So these guys dont get a save in the open, but do when in cover.

      Also there may be weapons with a +1 armour save mod I suppose ^^

      • Xodis

        Exactly this. By making no armor a 7+ they dont need to specify that cover gives you a 6+ OR a +1 to armor saves, only the +1 need be stated.

        Highly doubt there will be weapons that give a positive AP value, but since the rule of 1 being an auto fail still exists its quite possible.

      • 301stFeinminsterArmoured

        5+ in Ruins.

        • EvilCheesypoof

          Are we sure ruins are a thing that adds +2 to your save? Have you seen that?

          • I’ve also only seen +1 for cover in the rules yet.

          • 301stFeinminsterArmoured

            Granted it’s only in Cities of Death games, and that applies to all Infantry, but yeah. It’s on the Community page.

          • EvilCheesypoof

            Ah yeah I remember that now.

    • Heinz Fiction

      If the are wounded by a weapon with negative armor penetration they still don’t get a save…? I don’t know…

    • 301stFeinminsterArmoured

      Either a typo, or these guys are highly expendable meatshields that rely solely on cover and superior numbers to survive. My money’s on the latter, but there’s always a distinct possibility of the former. We’ll see in a few weeks.

      • They have a powerlevel of 3, so they will be really hoardy.

    • davepak

      Its a nurgle thing….lots of stuff in 7s

  • SilentPony

    So…what was the point of putting the rules in those ugly little boxes if they’re just going to refer you to the main book anyway?

    • Minyiki

      If you are referring to ATSKNF, and Death to the False Emperor, I doubt they will be in the main book, more likely the index, plus they are army wide rules that pretty much every unit will have, hence no point repeating them every time and they will be at the front of the units section, just as they are now.

      • SilentPony

        So we’re going from the clunky and rules heavy 7th where you have a unit rule, that is listed in the Codex to 8th, where you have a unit warscroll with rules that are listed in an Index instead.

        And that’s functionally different how…?

        • Xodis

          Big difference between 5-9 rules listed throughout a book, and 1 single army wide rule listed once in a Codex/Index.

          • SilentPony

            What do you mean? ATSKNF was already an army wide rule. Wasn’t like it changed from Vanguard to Scout to Terminator.
            And it was only listed once per codex under ‘Army Rules’ near the front with the weapon loadouts.

          • Frank Krifka

            are you making broader point? Or just complaining for the sake of it?

          • SilentPony

            The broader point is ‘oh look 8th is so simplified. See, there’s a rule that applies to an entire army, and its listed in an INDEX. 7th was so clunky with its rules that applied to entire armies listed in a CODEX. Totally backwards 7th was.’

          • Minyiki

            They wanted to move things away from USRs in the RULE BOOK not move things from out of codexes

          • SilentPony

            They’re still universal special rules though! Just spread out over a bunch of places instead of compiled into one book.

          • 301stFeinminsterArmoured

            Exactly. what would you rather do: constantly flip through a 150-300 page Core Rulebook and a 150 page codex to hunt down a paragraph of rules, or look at, at most, 5 sheets of photocopied paper?

          • What stopped you from doing the same in 7th? Dakka even had a cheat-sheet with core tables on 2 pages. You could have done the same with your army’s special rules too. I did – even if I never used it.

          • 301stFeinminsterArmoured

            Nothing, other than laziness. But we like this because GW is more or less doing it for us.

          • Frank Krifka

            Still not sure what you’d point is. Sounds an awful lot like regular ol’ complaining to me.

          • Randy Randalman

            The difference is, in 7th a unit would have “Jump Pack Infantry” for its rules. You then had to reference the rulebook, which showed you it had Jump and Hammer of Wrath, which you had to reference elsewhere in the book. Forget if it was also beasts, or had swooping vs. gliding mode, or was a monstrous creature which rabbit trailed into a series of other rules to reference. It was scattered all over the book instead of on the unit data sheet.

            Army wide rules are still army wide rules referenced by a faction instead of a unit type. That didn’t change, but the constant USR referencing all over various chapters of the rulebook is gone.

            In other words, it was made monumentally simpler. You’re trying to claim that because an army wide rule still references faction data, it’s somehow no simpler, even though none of a units type(s), movement modes, or special rules are referenced any more. By all logic, reason, and practicality, it’s simpler.

            Reference an army wide rule in a codex +USR’s, unit type rules and special rules in a rulebook.

            VS.

            Reference an army ride rule only.

            Which is simpler?

          • Depends. For an opponent who knew the rules, the first one was far better, because he could much faster understand what an opposing army was capable of whereas in 8th he will have to read all damn datasheets.

          • 301stFeinminsterArmoured
          • Minyiki

            So what has changed is that all rules are now in the index and not spread out, exactly as they said, there is no reason they have to change every little detail if it works perfectly fine.

          • Xodis

            Yes, but that was only 1 rule, you cant say the same for literally all the other rules units had.
            Take Asurmen for instance: Ancient Doom, Battle Focus, Counter-Attack, Defense Tactics, Eternal Warrior, Fearless, Fleet, Independent Character.

            So you see how wrong you are right?

          • SilentPony

            I guess reading the rules of a game just didn’t bother me that much. Never knew it was such a burden

          • Minyiki

            They want to be able to vary the rules between armies as they al have different dynamics, and one rule that may work well in one wouldn’t in another, hence there is no issues with faction rules like ATSKNF but with universal rules like fleet that are now in the dataslates.

          • SilentPony

            So army specific rules are listed in a codex for that specific army.
            Universal rules are, instead of in one central book, repeated over and over for each individual warscroll and spread out?

            How is that better at all?

          • Minyiki

            Well by the fact that there are no universal special rules any more and aren’t spread out as (bar one rule) they are on a single page, I would say that is better you seem to forget that generic rules dont exist anymore and are all personalised, think of fleet and ‘ere we go, two similar rules but slightly different (I believe but feel free to call me out if I am wrong), well now they will both be with there individual units and for orks all you have done is remove something from the main book, i.e. better

          • Xodis

            Doesn’t bother me, I just understand that formats can improve, and Im glad to see that GW agrees.

          • SilentPony

            I’ll grant its a change in format. Not convinced is an improvement tbh.
            Seems like its just spread out more, not less complicated.

          • Xodis

            Im not seeing it. From what we can currently see, everything special and unique about each unit is one singular place (the datasheet) which is required for gameplay already. There is only 1 singular rule so far that isn’t.

          • SilentPony

            It always felt that way to me anyway. You got a rulebook, and you got a codex. Your rules are all right there! What does X do? Check the rulebook. What about Y? In the codex.

            Somehow it worked for nearly 25 years.

          • Xodis

            It did work, but the more you play the more likely your book was going to fall a part as well. Plus most of our gaming space was the actual warzone so we didnt want a bunch of books lying around in the way.

            Now you can print a few pieces of paper, if you cant remember the army special rule write it down, and call it a day.

          • Garak

            I play AdMech (Cult Mechanicus + Skitarii). To play I needed two codex (because the armies were split for some reason), FoC (if I wanted to use Cawl) and the rulebook to check what the various USRs were. If we wanted some Cities of Death, that’s another book. It was ridiculous to flip through all those books while playing.

          • Steven Hyche

            If you cant memorize the one atsknf rule without looking it up everytime you have bigger issues

  • Karru

    I think those Ceptors are a tad too powerful, at least on paper. 6 Heavy Bolter shots per model and having the ability to just pop anywhere 9″ from the enemy, they’ll melt any backline units. They are quite expensive though, rocking 46pts per model. Still, having the ability to pop behind the enemy with 18 HB shots is something to be afraid of, as that unit costs 138pts for that.

    Maybe making them either more expensive or the Bolters have no AP would have been better for balance. I can see people dropping these guys in the backlines, taking out supporting units like Lootas or Heavy Weapons Teams.

    • Xodis

      Should be 159 for the unit since they need to buy 2 of those weapons.

      • Karru

        Oh yeah, they have two of those. Still, I find them a bit too powerful and cheap.

        • Xodis

          Oh I agree with that, just the thought of any unit having miniaturized Heavy Bolters for each hand is a scary thought.

          • Karru

            I mean, just removing the DS ability from them would make them a bit more balanced.
            Range of 18″ isn’t that scary considering. There is also the fact that they would have to go around cover instead of just appearing behind it.

          • 301stFeinminsterArmoured

            And they have !Hit & Run.

        • Minyiki

          The prevalence of multi damage may help to curb them a bit and make them disappear a quicker, it wouldn’t have to be s10 to take them out in one hit now, an overcharged plasma from those plague marines for example

          • Karru

            My point is that they are comparable to the dreaded Sternguard Suicide Pod. 159pts for 18 Heavy Bolter shots appearing behind your lines, killing your support units. Add to that they aren’t the easiest guys to kill and require quite a bit of fire before you can kill them.

          • Minyiki

            I agree they are scary but they may not be quite as hard as we are expecting and they aren’t particularly amazing in combat (especially without the charge) and not hard to get them out of charge range

          • Karru

            Again, the problem isn’t countering them per say, but the damage they can do before you even get the chance to counter them. Guard has the potential to counter their backline attacks with their Infantry Squad, but Orks will have a much harder time with it.

  • Dalinair

    Anyone seen what the new rapid fire rules are? as here it just looks like you get 1 shot at upto 30″, id hope you get 2 at 15? or whats the point

    • Xodis

      New rapid fire rules are exactly as you hoped.

      At half range you get double the shots, so 2 shots at 15 inches.

    • Xodis
      • 301stFeinminsterArmoured

        Cool. Gunslinger is still a thing, and Grenades are a Shooting-only weapon now. Also, Run’n’gun with Meltas, Blasters, and Flamers is a fun game change.

        • Xodis

          Yeah….Im really REALLY excited to see how the Noise Marine weapons work out.

    • Haighus

      As Xodis said. The reason for the number is there is now the option for Rapid Fire 2 (or more), which means 2 shots at full range and 4 shots at close range.

      • Mr.Gold

        basically replacing salvo weaponry

        • Minyiki

          Or things like hurricane bolters

  • Dr.Strangelove

    Those chaos models look amazing. I am really underwhelmed with their rules though. I mean if those plague marines are still 23 points a model… They won’t see any more play than they do today, which would be especially unfortunate because ,again, these models look amazing.

    Poxwalkers look like the real lemon here. A slow melee exclusive unit that caps at 20 models. 🙁

    • Haighus

      They look like great Objective capturers though- they quite look difficult to remove, especially with the immunity to Morale. I think they would be best used for simply moving to objectives, or screening important backline units. I think they are being wasted if you try to use them to attack enemy units.

      In addition, they have a power level of 3 for 10. This means 10 of them is roughly equivalent to 3 Plague Marines, so they must be fairly cheap in points too.

      • Dr.Strangelove

        I don’t think they will be resilient enough to make really good objective holders. I played a Traitor Guard zombie list for about a year and their real strength is large squads. Killing 50 fearless zombies is requires an opponent to commit a majority if not all of their shooting if that want that squad gone in one turn. And that’s still not a sure fire thing, even for Eldar or Tau. Killing 20 zombies is something you can do with a squad or two, especially if one of those squads also charges.

        They can’t be used as bubble wrap for a melee army either b/c they are too slow to stay out front.

        Don’t want to be too salty still a lot more to see about the rules synergy that can be cooked up. I’m probably just jealous of those new super assault marines. 5 of those guys would wipe a 20man poxwalker squad in a single turn.

        • Haighus

          I don’t think there is any disadvantage to having two 20 strong units over a single 40 strong unit though for Poxwalkers, and having lots of troop options allows for more command points in the detachments (because the bigger detachments can be filled out). The only disadvantage I can see would be traditional kill point games. Other than that, there isn’t really any difference- there are still 40 bodies that need to be shifted. If anything, it is a slight advantage, because wounds are more likely to be lost in overkill when finishing off one of the smaller units, which would definitely be retained when shooting a single larger unit (if 21 wounds were suffered, it would only kill 20 of a smaller unit, and prevent a further one being killed in the other unit, whereas a combined unit would lose 21).

          5 of the jump pack guys kills about 9 or 10 in a turn. You can have about 50 for those 5. I don’t think that is terrible, for a specialist anti-infantry units.
          5*6shots=30 shots total.

          3+ to hit: 2/3*30=20 hits.
          3+ to wound: 2/3*20=~14 wounds.
          5+ to ignore wound: 1/3*14=~9 or 10 wounds.

        • Gnarlf

          Not quite sure why you would think that.
          6 Interceptors (2 full units) with 6 shots each would score 24 hits. These result in 16 wounds and since these walkers are disgustingly resilient there would be 10,667 dead Poxwalkers.
          That doesn’t seem that fragile, especially when you take into account, that 20 poxwalkers have Powerlevel 6 and 6 Interceptors have Powelevel 16

          And i am sure their following charge does not finish them of.

  • Xodis
    • Karru

      Huh.

      That’s a nice looking Dreadnought.

    • SilentPony

      Looks like something out of RoboCop

      • Xodis

        Im totally ok with that.

        • SilentPony

          Meh? There’s a reason Robocop was a parody not meant to be taken seriously…

          • Xodis

            There is also a reason it was well loved, spawn sequels, video games, cartoons, and a reboot, and still has tons of fans. Also it wasn’t a Parody, it wasn’t making fun of anything. It was an agenda movie, which isnt the same thing.

      • AEZ

        It not different than other dreads right? (aside from robocop or not looks).

        • Vorropohaiah

          its a LOT bigger and has more weapons

          • AEZ

            Well I’m not really that into 40K and didn’t know about the size.. but to me aesthetically it looked similar to old dreads.. so I didn’t understand why they reply above me was so negative.

    • Xodis
      • Karru

        They basically combined the two things I liked about the Dreadnought and the Contemptor while simultaneously removing the things I didn’t like. Good job, GW.

    • Shinnentai

      Interesting – with the slanted torso, extended ‘cockpit’ and elongated legs they’ve combined the marine dreadnought with a classic mecha look.

    • Meh

    • Thomas

      And thus, 40k’s descent into “slightly more gothic Starcraft” continued.

    • MechBattler

      “I have REAL LEGS now!”
      Starts tap dancing.

  • The Bob

    I’m a little confused. Isn’t the point of the datasheets so we dont have to flip through books. So “See page 10” and “may exchange for x off of the special weapons list” seams a little confusing

    • Xodis

      Has to be a compromise for Matched gameplay where everything is point costed. Otherwise there would be much less customization, or datasheets for each unit with a SGT would be a couple pages.

    • 301stFeinminsterArmoured

      Considering that these Datasheets are from books, it’s not entirely accurate to say that all book-flipping is over. But 2 pages in 1 book beats about 15 in anywhere from 3-5.

  • Christie Bryden

    some interesting nurgle abilitys, not seen there psycher yet though.

  • greenskin

    It appears that “Disgustingly Resilient” allows the model to avoid taking even a Mortal Wound on a 5+. Didn’t take long for that “powerful” wound to get some dice-roll caveats 😉

    • Xodis

      As a CSM player who will definitly be adding these guys to the team, Im ok with that lol

    • orionburn

      I thought the rule for mortal wounds was no save of any kind. Don’t tell me we need a FAQ before the new edition is even out…lol

      • Disgustingly Resilient isn’t a “save”. It’s more like Feel no pain. Thus Mortal Wounds don’t affect it.

        • orionburn

          Yeah, just reread it and you’re right. It gets applied after it takes a wound. Ugh…the single thing I wanted to see go away more than anything else was all the crapping shenanigans when it came to saves and rerolls or stuff like this. The 2+ saves with rerolls and FNP added to it where annoying AF in 7th.

          • Yea. What I dislike about it is that it’s special rules again which bypass core rules.

          • el_tigre

            Given the core rules are like 20 pages long I think you’ll just have to get used to it.

          • EvilCheesypoof

            That’s the whole point of the core rules being simple. The units themselves will add complexity and variety to the game as they see fit, which is a good thing IMO.

        • 301stFeinminsterArmoured

          !Gets Hot! looks like the exception, the way that it’s written.

      • dark-tadpole

        It’s again something from AoS. In AoS it’s a rare ability so I don’t expect to see lot’s of units having something like this in 40k either.

        Also in AoS you would have to roll for each wound suffered so if your hit and wounded by something that causes multiple wounds you would take your save, unless it’s a mortal wound, then the wound gets multiplied into however many and then you would have to roll to stop each of them. I can see it working just the same in 40k. Obviously I’m speculating at the moment it could be different.

        It’s not a problem in AoS so I don’t see it being game breaking in 40k.

  • 301stFeinminsterArmoured

    My Plasma Havocs are happy now.

    • How’s that? We assume all plasma guns will work the same as Hellblasters/Incinerators?

      • Vidar

        Plasma guns are in the death guard profile.

        • Hussein Alobaidi

          And the Hellblaster variant is superior….damn

          • Thomas

            Of course! Only the best for the “totally not replacing Marines” Primaris dudes!

      • 301stFeinminsterArmoured

        Considering that a Plasma Gun profile is included in the Plague Marine Datasheet, yeah.

  • 301stFeinminsterArmoured

    Also willing to bet that the way Overcharge is written, effects like Rites of Battle won’t prevent the model from being removed. Nor Disgustingly Resilient either. Whatevs.

    • EvilCheesypoof

      But you get to reroll hit rolls of one, so that would save you from the overchagre.

      • 301stFeinminsterArmoured

        The wording is that model removal happens after you resolve the weapon’s shots, so I would argue that the reroll would only affect the attack itself, not negate the overheat. But we’ll just have to wait and see.

        • EvilCheesypoof

          Yeah but if you reroll that 1 to hit, it’s like you never rolled that result, you keep the second result. I can’t think of any thing else that resolves even if you rerolled it and changed the result. I know it’s a new edition but that would be a weird fundamental thing to change. It seems to work pretty much the same Gets Hot did, just no save.

  • Hendrik Booraem VI

    Did anyone else notice that they seem to have already made their first typo, transposing the Ld and Sv for the Poxwalkers?

    • Alpharius

      Uhhh no. That seems right.

      • MechBattler

        Um, how does one have a 7+ save? D6, remember?

        • 301stFeinminsterArmoured

          You don’t, unless you’re standing behind a wall of some sort.

          • MechBattler

            So what, you have to roll a 6 that gets modified?

          • 301stFeinminsterArmoured

            That’s the implication.

          • MechBattler

            That just sounds weird. Until that’s actually explained somewhere I think it’s safer to assume they goofed the numbers somehow. Not saying they reversed them, but what’s on there just doesn’t make sense.

          • helter266

            it does make a little sense. if they had a “-” there , so no armor save, someone being a new player could think “So no armor save? well i guess +1 to armor save for cover does not apply since they have no armor save”.

        • Alpharius

          Armour modifiers, remember?

    • EvilCheesypoof

      Nope. Cover gives you +1 to your save, so they get a 6+ save in cover.

  • Jason75

    The plasma choice is pretty good. You can play it safe, wounding most things on 3+ and bringing even a 3+ save to 6+, or if you need to burn a terminator, or a tank, you go full power with the risk of melting your own guy. It makes it a fairly flexible weapon, albeit one that you want to be careful with when mounting it on expensive models (characters, terminators, bikes, marines in general).

  • MechBattler

    So basically, Nurgle stuff will always have at least a 5+ chance to avoid a wound since it appears that Disgustingly Resilient can even be used against mortal wounds. That name is perfect. My plague marines are so happy.

  • GrenAcid

    So no one will say anything about Nurgle-drone to be kinda dissapiontment? Such impresive mini and it have some 9″ guns? I know its though as hell with 10W abd FnP but that range kills it since it is a big model why on earth they give numarines uber mobile infantry with giod mobility abd nice firepower but cool chaos model have some underwelming guns? Or Im just lookin at it wrong?

    • 301stFeinminsterArmoured

      2d6 auto-hits, 10″ base move, 4 compelling reasons to run away from it or kill it at range, and it’s both tanky and slippery in most instances. It’s a perfectly good distraction unit that you should feel no guilt about rushing your opponents with.

      • GrenAcid

        So its like old defiler, ok I can work with it. But I dont think starter forces are balanced at all. They are just few power points off but in term of points and firepower I think numarines are more solid. Gotta see the points cost.

    • Gnarlf

      These 9” are not that bad considering you can advance for d6” and still shoot assaultweapons while not suffering -1 hit cause auto-hit.
      And if you can hit one model, you can hit the unit.
      So you have a 20” – 25” effective thread-range
      And you probably get another turn with it anyway. T7 W10 and in the worst case it “only” absorbs” 50% of the suffered wounds

  • Tushan

    In what universe are the contents of the box, primaris vs nurgle even remotely balanced to each other??

    The blueberries stand absolutely no chance in hell.

    • GrenAcid

      By blueberrys you meant Nurgle boys? Cuz the new boys roks 18 Hbolter rounds on DS platform, have 5 plasma shots and longer range, zombies are slow as hell juzt like that lord. They have 10 nu marines for 10 zombies…..somehow power points are similar in both forces but if ponitwise Blues arent much more expensive I call it BS.

      • Gnarlf

        The short reports of Wahammer Fest state, that Nurgle tends to win more. Sure the samples are from unexperienced players (rulewise), but it seams relatively balanced

      • Tushan

        Plasmas will be supressed turn two and will have to direct all fire as long as possible on that drone.

        The rest is resilent and pretty much 10 cultists and 10 plaguemarines advancing on 10 primaris marines that only wound them on 5+.

        Even that with a miasma modifier.

        What remains is melee, a banner bearer and melee captain plus 3 shooty jumpers vs two nurgle melee monsters.

        Cant see any balance in this but it depends on mission type. If blueberries cant deploy 30+ away and just keep fiering and retreating they will win.

  • Porty1119

    Something about true-scale Movie Marines-lite makes me very happy, and I don’t even own a single SM model.

    Good news is that I think I may be trying WH40K again after a four- or five-year absence from the standard game (6mm homebrew spinoffs aside).

  • Moik

    Way too cartoony for my tastes, but that’s just me. They’re still fab models.