I’m mostly into it for the hobby side of things, so it’s a good excuse to kitbash some over the top stuff that has actual rules I can use them with on the table.
I’m trying to resist the urge to make three jump pack Sanguinary Priests with two power fists each. And some jump captains double fisting power. And anything else I can strap a jump pack and two power fists onto.
I’m looking forward to reading them. I really don’t like fielding GW’s characters. I want to tell my own stories on my own worlds.
Here is a leak from the book. There are some fun options, including dreadnoughts, putting a jump pack on most units, and open weapon options, I’ve been having fun hashing up some character cards. Gonna need to pick up a box or two and some bits for some kitbashing.
I wish we’d got the Ork rules but I suppose it’s only a few more days.
I’m sure it’ll be on the high seas shortly, if not already. Considering the possibility of some rules changes on any level of this stuff, I’d say that’s a better option than shelling out for the hard copy.
I’m really hoping this is the start of bringing a lot more customization stuff, as well as more narrative focused things. 10th is just too geared towards competitive play.
My only hope is that the rules stick around for a decent amount of time. I’m already hatching a plan for a gravis jump pack tech marine. Mainly cos I just want as much stupid stuff on his jetpack as possible. A jump pack with boltstorm gauntlets, a forge bolter and servo arm should be pretty mental
Same, they could use a little expanding, but if they just kept it at this then I’d be happy with it. There’s room for improvement, but all in all I feel like it’s a pretty reasonable level of rules and equipment coverage with how things work in 10th edition with some room for going a bit over the top.
I like that idea, gravis, jump pack, and tech marine are all words that look really sexy next to one another. Having a bunch of guns on servo arms attached the jump pack would fucking rip.


