Thanks Games Workshop – next time release them at the same time, okay?

Let’s jump in… I’ll update post as I read.

It would also be good if they actually, IDK – put the new stuff in magenta.

Astra Militarium – Daemonology can be used; primary detachment = army; Tempestor Prime’s initiative is now 4

Blood Angels – easier to read Hull Point/unit types (I won’t repeat this); no tanks bar the Baal are fast; Daemonology can be used – BA psychic powers have been removed

Chaos Daemons – can use Daemonology including those with Brotherhood (Horrors); Exalted Flamer added

Chaos Space Marines – can use Daemonology; Ahirman can shoot the same witchfire three times in the psychic phase; Heldrakes are now hull mounted – this is a very, very, vary large change

Dark Angels – can use Daemonology; cannot re-roll for Perils; Precision added for Belial; no more Stealth for Darkshroud; there is NOTHING restricting the Power Field Generator anymore

Dark Eldar – Incubi still strike at Initiative with AP2; Veil of Tears is a blessing still

Eldar – Daemonology; Runes of Warding – one use only +2 to DTW rolls (before they are made); no changes to Ghosthelm

Grey Knights – Aegis = re-roll 1’s on DTW rolls; all psychic powers replaced with rulebook powers; set powers replaced with hammerhand and combination Santic powers from Daemonology including vehicles; Reinforced Aegis = re-roll failed DTW for that unit only; Warp Stabilisation Field removed; Psyk-out and Rad grenades only work for the model equipped with them; unholy gaze is now AP4; Leadership for instant death purposes for Callidus

Imperial Knights – blablabla use the rulebook

Militarium Temptus – no gets hot for the hot shot volley gun; can now have camo netting

Necrons – three sweeps for CCB; Deathmarks only mark a single unit; Snap shots if moving out of a 24″-36″ moving Night Scythe; FAQ regarding Shrouded from Night Fighting – oh right, that doesn’t exist anymore!; Tesla arc works if you destroy the unit; AP1 for Warscythes!

Orks – KFF still works on everything; Daemonology only for Warpheads; lots of units lost Waaagh!

Space Marines – Daemonology; Space Marines over-ride rulebook and can ally with themselves if a different Chapter; Sternguards get objective secured with Pedro

Space Wolves – Daemonology and normal Space Wolves powers removed; Runic weapons add +1 to DTW rolls (so no more everyone allies with Space wolves); Njal gets +2

Tau Empire – can buy Precision shots; DPods are not stealth

Farsight – Moloch = 12″ friendly radius of +2 to DTW rolls (that’s a solid stopper thank you!)

Tyranids – allows Dominion to work on anything without the Synapse rule; nothing at all on Shadow in the Warp…

So a lot of things which weren’t addressed – how unusual. A lot of things which were taken out of the FAQs – are we expected to remember all of these are do they mean they have been changed (i.e. Tau taking two of the same weapon for Battlesuits, PFG inside Transports, etc.).

Poor job unfortunately.