10/27/26 Mega Update

Hey everyone! Life has been frantically busy. Couple of new things going on. But most importantly of all, new A4R datasheets and upgrades!

First, I have started branching out to other social media platforms. You can find links at the bottom of the home page to my TikTok, Instagram, and X accounts now in addition to the others like Facebook and YouTube. I have started releasing more content like painted models, tutorials, and A4R discussions and plan on regular content if that is your kind of thing.

Secondly, I spent the majority of the summer getting early feedback from a game I have been working on with a good friend for the past 2 years and some change. I had never been to comic cons before, but I ran booths at 4 of them! Reception was absolutely positive. That, however, is still under development but I will keep you in the loop.

If you want to keep tabs on it, subscribe to the newsletter at the bottom of any page on this site or the Lux and Tenebris site! It has a ways to go for presentation, but it is an all original high stress tactical skirmish game.

But! More on A4R! Some models have come out since the last mega update and the community has helped me find even more old school loadouts and model variants. Without further ado, ‘ere we go!

Core Rules: No changes, just a clarifier about Independent Characters. Old players were probably doing this already. It just had not occurred to specifically notate it. It can be found in the Keyword section in Green for Designer Note at the end of the book.

Counterattack was not defined. This is a hold over issue from when I had to revert several edits back due to file corruption and did not get it replaced.

Added a clarifier that Deepstrike units do not reduce Scatter distance because of BS.

Chaos Khorne: Eightbound corrected in point cost from 88 points each to 81. The formula was right. I had made a user error when we were going through weapon profile tests back in creation.

Chaos Undivided: Chaos Androids were added. This goes back to the Rogue Trader days. Basically, very rare and powerful robots with golden age weapons. The Necron designs were heavily influenced by these, if you want to find a modern substitute. As Daemon Possessed robots, they form a strong, defensive shock troop with a potent weapon and bayonet.

Custodes: had a minor overhaul to their entire Codex. In an effort to help maximize their elite status and prevent some odd unit interactions being unsatisfactory, they have gained Armour of Contempt across the whole Codex. All models gain a Sv-1 Improvement (mostly Sv2+ now) against AP – attacks.

In addition, all vehicles have lost the 5+ Feel No Pain. This came from the redundant wiring harnesses that 30k era vehicles had but ultimately detracted from the focus on the Monstrous Infantry of the Codex and pushed a few vehicles to be a tad too efficient.

We also added the finally confirmed 41st present weapons from the 31st millennium. This gives some new spice and options to some units.

The Coronus Grav Carrier was corrected on its Wound count. We finally got one in our hands and corrected it from 18 to 22 with the appropriate point cost change.

Lastly, their Dawneagle Bikes were corrected to be Heavy Bikes (W+2 instead of +1), with the new, ahem bikes, as the only ones with +3! They are so large there was discussion of treating them as vehicles but ultimately did not fit the feel.

Dark Eldar: Gained Lady Malys. She is a spicey firecracker that will enhance your force, but you MUST run her sub faction to use her.

Eldar: Added options for the 3 prior sculpts of the Avatar of Khaine. Warlock Council and changes to the Warp Spiders are still being worked.

Genestealer Cultist: Gained traitor Beastmen, Ogryn, Bullgryn, Rough Riders, Stormtroopers, and Brood Command Squads from the Imperium thanks to some old codexes and lore snippets.

They also gained. Operatives from the Kill Team, which are essentially Imperial Guard Veterans, but for the GSC. All of these retain the typical GSC Brood changes of Ld+1 but suffer from Limited Ammo.

Imperial Guard: Corrected the Chiron Gatling Cannon. The pictures made it deceptively bigger, so it has been corrected from S5 to S4 with the appropriate point changes (like all changes made to A4R, I’m going to stop listing that now).

Ministorum Priest have sculpts that are well equipped. To field all as WYSIWYG, they can now take a Rifle, Pistol, AND Melee weapon! Also gained the option for Flamers.

Corrected Steed profiles for HQ and Advisors, including Traitor variants.

Weisemann was corrected to have a foot model. His tank was bumped to Tank Orders 2 because you should be rewarded for having this model in your collection, and I found some more lore snippets that suggested a more competent commander than your typical Baneblade Commander.

Armoured Car speeds were adapted to fit the newer “soft speed limit” we implemented a long time ago. In turn they gained Scout or Outflank. This includes Traitor variants.

Centaur RSV pattern was corrected. Once again, bad visuals when it first released and use of the armoured skirt for looks suggested the model was intended to be more heavily armoured. This is the first non Titanic model in the IG force to have true Assault Ramps. The qualifiers for this are no ducking to get through, a ramp that lowers, and/or some other accommodation to pour out of it. It is baked into the Heracles Halftrack Datasheet, and the upgrade swaps the Hunter Killer Reload ability for the Assault Ramps.

As a personal note, GW f’d up A-A-Ron. There is an armoured car called the Centaur RSV already. That car was redundant in design and already merged with the Pegasus in A4R, so we made it work this time.

Capitol Imperialis had its optional Lascannon count corrected from 20 to 24 (in banks of 12 now on each side). Nearing its final size as I build it, the Wound count was corrected from 200 to 250. Fully loaded it costs over 5800 points now!

Necrons: Added Geomancers, Macrocyte Warriors, and Canoptek Tomb Crawlers from the Kill Team.

Geomancers are Advisors that can do Mancer stuff and specialize in area control. They also have a very strong bonk stick with the usual Mancer profile as a little treat to anyone that gets to close.

Macrocytes are highly adaptable Elite choices that can handle many situations. They are probably the only true modular unit in the entire Codex!

Canoptek Tomb Crawlers are tough Monstrous Infantry that can take a lot of punishing power. They carry an optional dimensional beamer weapon that can yoink a single Monstrous Infantry or smaller model out of the current time line for a hot second, wrecking Aura benefits and protection for the Character when they return!

Orks: Gained a change to Thrakka’s datasheet. You can now run him from Rogue Trader era, early 2000s FW, or his current armour suit! This is a fun option for narrative campaigns where you want to ramp up his presence as it gets more intense!

Orks also got the Rogue Trader era Chainsword option to swap with Choppas across the board as appropriate.

Mek’s got the Mega Armour option.

The Wrecka Crew Kill Team options were incorporated into the Tank Bustaz, including their Bomb Squigs! Which yes, means I finally got that figured out.

Nazdreg was updated to include his new (and 3rd) set of weapons.

Added the Big Mek Dakkarig.

The Warboss can now take a stand-alone Grot to give out Dakka to bolster shooting!

Wazdakka Gutsmek had his new bike added recently, but I would like to point out that his old bike, the Aporkalypse, is still available to play.

Grot Rifles were added.

Corrected Snotlings, Burna Boy typo.

Added the Squigmobile for Da Red Gobbo. Corrected Squig Option for him as well.

Sisters of Battle: Colossal Mace corrected to have Concussion.

Saint Celestine Triumph transport space corrected.

Insidiants were added from the Kill Team. They are elite witch hunters, perfect for hunting down psykers!

Squats: Added Berekh Stormbrow.

Space Marines: Added Primaris Captain on Bike.

Corrected Heavy Bike profile for Primaris units.

Ultramarines gained Kaius Konorius.

Space Wolves gained Primaris Wolf Scouts.

Whitescars had a Grenade entry corrected (minor spelling error).

Tyranids: Added Ravenor Prime from the Kill Team. This also added their new poison spitting weapon.

Regardless of whatever edition or homebrew you play, I hope you have a great time enjoying the hobby like I have! If you have any questions regarding A4R, miniatures, or anything like that please reach out!

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