It’s data sheet review day here at FLG so let’s keep the party rolling. While Dante’s reveal was spoiled earlier we now get a full set of rules for him. It feels very anti-climatic but one shouldn’t look a gift horse in the mouth.
Statline
Dante has picked up an extra wound and attack, but other then that his profile is the same as his old model.
Weapons
The biggest change here is that Dante’s pistol now has a beam effect and has an extra 9″ of range. The beam rules keep you from getting a lot of hits on the same unit but you might be able to hit one or two other if you are smart with your positioning. He also always gets the melta bonus damage too. His axe is identical to the old version.
There are no changes to his abilities, although he doesn’t have a mandatory warlord trait like before. But this might be written down somewhere else.
It’s kind of an odd update, but the kicker is that the new Dante is only 10 points more than the old one. While you may be disappointed that he hasn’t gotten more changes, you can’t argue with paying 10 points for an extra wound, attack and a better pistol!
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Frankly, while I don’t expect much from primaris upgrades to characters, I think he ended up better than we could have anticipated. The pistol is situational and nice for the 3 months we’ll get to use it, but ultimately he’s not dramatically different. 7 as a wounds number is nice for multi-damage weapons – giving you a chance to survive a 2 or 3 damage weapon from full health with one more forgiven failed save – and then there’s the buffs that are specific to primaris (transhuman etc.) that all come into play for all the primaris characters. For an extra 10 points, I don’t think he sucks. He ended up much better than Primaris Mephiston IMO.