So today Games Workshop released the first FAQ/Erratas for the 7th edition Warhammer 40k codices. Unsurprisingly, the older codices got the most new love (or hate) and though I was hoping for a 7th edition rulebook Errata it WAS just released so we'll have to wait awhile for the unclear rules to be explained to us. I'm sure there are a lot of new FAQs and Erratas that I am leaving off of this list but these were the ones that stood out to me as the biggest changes in this round or releases. Changes in bold and my thoughts on them in italics.
Deathwing Terminator Sergeants can replace their weaponry for a Storm Shield/Thunderhammer or a pair of Lightning Claws.
This is something that has changed a couple times now. Why Dark Angel players were not able to do this from the beginning was always a bit baffling. Taking Terminators is still a big mistake in a competitive setting but its nice to see Deathwing thrown a bone.
Helldrakes treat their Baleflamer as a hull mounted weapon and thus gain a 45 degree firing arc.
WOOOOOOAAAAHHHHH NEEEELLYYYY! This is a big one. It should have always been this way, in my opinion, and though they get slightly worse with this nerf they are still incredibly effective for their point cost.
Blood Angels lose all of their Codex powers. Instead are base level 1 Psykers with access to Biomancy, Divination, Daemonology, Telekinesis, and Telepathy. Librarian Dreadnaughts are level 2 with same access.
This one hits me close to home. I am a long time Blood Angels player and I really liked the powers that they had in their Codex. They gain access to Daemonology though, and I really like the idea of spamming Daemons from Psychic Dreadnaughts. BECAUSE GW.
Grey Knights with the Aegis rule now re-roll 1’s when making a Deny the Witch role.
This had to change due to psychic powers no longer being a leadership test. It does give Grey Knights a really good chance at Denying that Witch, so I'm fairly happy with it. Still does not help with trying to deny buffing powers. Sad face.
Grey Knights lose their codex psychic powers and instead must take powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis, and Telepathy disciplines. Psychic vehicles lose Fortitude but gain Sanctuary and Banishment psychic powers from Daemonology (Sanctic).
I don't think I've ever taken the book powers and I like the idea of Grey Knight Razorbacks reducing Daemon invulnerable saves as well as buffing nearby unit's invulnerable saves. Remember that Banishment is cumulative (wink).
Brotherhood Banner no longer automatically lets you pass your psychic check for activating Force Weapons.
Meh, but it does make you drain at least 2 power dice to get it off.
Space Wolves lost their Codex psychic powers. Instead they generate their psychic powers from the Biomancy, Daemonology, Divination, and Telekinesis psychic disciplines.
Tyranids give me a YEEEEEAAAAAAHHHHHHHHH! Sorry pups I do feel your pain at losing that over powered psychic power. Let me play the world's smallest violin.
Runic weapons now only add a +1 to Deny the Witch roles.
Well that answers that question. It was too good in it's original form so I don't mind the change too much.
So I think a lot of good changes have been made and cleans the game up while we wait for the older codices to be updated. I was hoping for some answers regarding wargear items that cause the reroll of failed psychic powers and the Tyranid Shadows of the Warp, but alas it was not to be. So what do you think of the changes?