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Games Workshop - Warhammer 40,000 - Arks Of Omen: The Lion (HB)

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The Arks themselves are great space hulks, drawn out of the warp by Abaddon and his new ally, the chaos demigod of inventors, engineers, scientists, and artisans, Vashtorr, who is the focus of the third Arks of Omen book. Abaddon and Vashtorr have twisted these space hulks from their floating mass of dead ships, into powerful frigates that Abaddon filled with his warriors and sent out in search of powerful key fragments, that would see the dreams of Abaddon and Vashtorr fulfilled. Rob: I have thoughts on this and they’re not all positive. I’ll save them for the final thoughts section, though. The Arks of Omen season brought several changes to the game. The Arks of Omen detachmentmade list building far more open-ended, making it easier to construct an army list however you like. As with previous matched play seasons, GW released a Munitorum Field Manual with updated points values for all units, and a Balance Dataslate that made tweaks to their rules. We’ve produced a rundown of the differences between the Arks of Omen Balance Dataslate, and the previous season of matched play.

Edge of Silence • War Zone Charadon ( Act I • Act II) • War Zone Octarius ( Book I • Book II) • War Zone Nachmund ( Vigilus Alone • Rift War) • Crusade ( Beyond the Veil • Plague Purge • Amidst the Ashes • Containment • Catastrophe • Wars of Faith) • Arks of Omen ( Abaddon • Angron • Vashtorr • Farsight • The Lion) The second part of the book covers Boarding Action battles, a variant of Warhammer 40,000 played with 500-point forces in the cramped confines of a space hulk. These games take place on a Boarding Actions Terrain Set, which is essentially two sets of Kill Team: Into the Dark Terrain laid next to each other. In practice, these function as a stripped-down version of the 40k ruleset, with very strict limitations on what types of units players can bring and a very limited set of upgrades and Stratagems to work with. Terrain

Big boy season – in-detachment Lords of War with faction traits is huge news for the viability of some units, particularly Monoliths, Lords of Skulls and Guard Superheavies. This game mode acts as a bridge between the larger-scale battles in Warhammer 40k 9th Edition and the smaller squad-based Kill Team system – while nodding at the earlier Warhammer 40k tabletop game Space Hulk. Big Azrael now gets 6 swings at 7/-4/3 (up from 5 at 6/-4/2), which rips. You still get the 4++ bubble, though it’s slightly bigger now that he isn’t on a piddly little 25mm base. His PL didn’t actually change, and there aren’t points in here, but Warhammer Community posted his datasheet and he costs 170 now. That is still a friggin’ bargain for what you’re getting here. Space Marine Adventures ( Rise of the Orks • Doomsday Countdown) • Fireteam • Kill Team • Combat Arena: Clash of Champions • Boarding Actions

Rob: I think the nerf to Interrogation makes it substantially worse than Warp Ritual. Its value was strongly tied to your ability to do it on turn 1 and generate 15 VP out of it and now that will likely not be possible on most missions and against many armies unless you’re going second and your opponent decides to give you the opportunity to score it. If Interrogate is liable to cap out at 12 VP just because you won’t get it T1 going first then I suspect that it’s just not worth taking over Warp Ritual unless your army can trivially put psyker characters in the enemy deployment zone turn 1. Mission Rule Changes Instead, Arks of Omen introduces an entirely new Warhammer 40k game mode, titled Boarding Actions. This mode sees players take smaller armies of 500 points into the Arks of Omen themselves, fighting room-by-room to achieve objectives, kill foes, and retrieve loot. It’s cool that Vashtorr spent a bunch of time working on his little plan and setting all his cute traps, but he absolutely came to the wrong place to try and run that hustle. You can’t Home Alone the Dark Angels on their own turf, my guy. Luring the Dark Angels and other Imperial allies to the Somnium Stars, they present the loyalists, on arrival, with a grotesque surprise: a realistic, life-size, warp-twisted replica of the Dark Angels’ long since destroyed home planet, Caliban.The answer to the proliferation of tanks on the battlefields of the Horus Heresy is clear – more tanks, but fitted with neutron lasers capable of obliterating enemy armour in a single shot. First up is the Cerberus Heavy Tank Destroyer, an adaptation of the Spartan chassis with a triple-barrelled neutron laser battery that can take a hefty dose of punishment while spitting out radioactive death. Sicaran Venator Tank Hunter Still, on average dice Big Azreal will canonically die but also weaken the hell out of Vashtorr, which is fine because he also costs like half the points and is not technically a God, so you have to grade him on a little bit of a curve. The final action is Operate Hatchway , which unsurprisingly covers what happens when you open or close a hatchway. This one is performed at the end of the Move units step of your Movement phase and completes at the start of your Shooting phase, allowing you to walk forward, open a door, then shoot or charge through it in a subsequent phase. This article is about the Campaign event. For other uses of Arks of Omen, see Arks of Omen (disambiguation).

Arks of Omen: Farsight opens with Commander Farsight , in his sleek new Supernova Battlesuit, battling against Nazdreg’s Ork Waaagh! with his buddies from The Eight in the Damocles Gulf. Despite O’Shovah’s impending victory, visions of a twisted, bloody future plague his dreams. Beanith: My best guess is the Angron book will contain the Faction-specific content and rules for Chaos Marines, Space Marines & Imperium; Vashtorr will cover Chaos Daemons, Admech and probably have the Necrons shoehorned in somehow. The 4th book is unnamed but ‘will be a distinctly xenos affair’, which I assume is code for it will be some horrific Xenos mashed burrito. Vashtorr is an independent daemonic entity, the demigod of inventors, engineers, scientists, and artisans. He is the extremity of innovation, of imagination and creation unbound by ethics or morals. Vashtorr gains power whenever a mortal mind is driven by curiosity to understand and exploit the forces of nature. He embodies the drive to achieve technological perfection, and the motivations between his own sphere of influence and the Machine Cult of the Adeptus Mechanicus are disturbingly aligned. Although similar to Be’lakor in that both are demigods, Vashtorr is not a Daemon Prince and is not beholden to any of the four Dark Gods. In contrast to other beings of the Warp, Vashtorr is unflinchingly direct in his communications and pacts. He says what he wants and the terms by which his power is shared are direct and to the point. He is the essence of an engineer.Condit: For everyone other than Norman and Greg, though, this book will be pretty neat, I guess. If you’ve been hankering to get one of the factions whose rules are included here into a boarding actions game, the offerings here are all at the minimum solid options that are evocative of their Within the Warp, Vashtorr is the master of the soul forges, a metaphysical foundry in which daemonic entities are enmeshed with technological abominations to create entities such as Soul Grinders, Calamity Engines, or Infernal Bombards. Daemons willingly submit to this transformation in pursuit of swift power, agreeing in binding contract to pay the price of a given number of souls reaped and offered to the forges. He maintains his neutrality by being a useful entity to all of the Ruinous Powers. When manifested in reality he is a frightening threat that can summon forth hosts of infernal legions bound to him and alter the mechanisms of reality itself. All measurements are done between the closest points of the bases of the models being measured, but measurements cannot be made through Walls or closed Hatchways. Instead a path must be drawn around those terrain features, and if it is impossible to draw a path then the distance between the models is considered to be infinite.

In addition to all this, there is also an Underdog Bonus for the player with fewer points, if the difference between the two armies is more than 30 points. This particular bonus depends on the mission. This truncated list really helps keep Boarding Actions games light when it comes to mental load and also helps prevent some of the more degenerate mechanics and combos that might otherwise destabilize the game from rearing their heads here. For all these grand events, none can compare to the return of a demigod long thought lost to the annals of legend. Lion El’Jonson, Primarch of the Dark Angels, has awoken, and by strange paths has returned to aid the Imperium in its darkest hour. Will the Lion triumph, or will the champions of Chaos unleash a new and nightmarish force upon the galaxy? Before we dive in, we’d like to thank Games Workshop for providing us with a preview copy for review purposes. The Lore Arks of Omen: Farsight is the fourth book in the Arks of Omen campaign event series for the 9th Edition of Warhammer 40,000. [1] Description [1]

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This detachment also comes at no CP cost, so you’ll always end this process with 6CP to spend on Requisitions, and you can use these on the Warlord Trait and Relic stratagems (returning from Nephilim) or the new Heroic Support stratagem, which can be used once to bypass a one-per-detachment restriction – great news if you want to take multiple Hive Tyrants or Tau Commanders at a lower cost than putting in an additional Patrol used to run you. Finally, which Faction you select for your Arks of Omen detachment determines which set of Faction Secondaries you get access to, even if you choose to include an Allied Detachment. This is particularly good news for Ynnari, because a Ynnari detachment containing Harlequin or Drukhari models still explicitly counts as an Asuryani detachment, finally putting to bed the ambiguity over whether they get access to the Asuryani secondaries. Control Centre features a critical objective (A) and a second objective (B) which allows you to open every hatchway in the board if you perform an action there. In terms of objectives players get up to 15 points per turn for controlling one, two, or more objectives, an additional five points for controlling objective marker A, and 10 points at the end of the game for killing the enemy warlord. Rob: This is still the worst mission, as it disproportionately punishes the crap out of specific armies and strategies. TOs should still avoid running this mission.

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