The first clarification is in reference to the ATSKNF regroup movement. There has been some question whether or not Space Marines were able to move the 3" after regrouping and still be able to move normally in the movement phase. GW decided that they were able to do so. Most people I know already played it this way, so not a big deal here.
Next up, we have a question on whether or not the Techmarine's twin-linked plasma pistol on the servo-harness gives an extra attack in close combat. Unlike the previous FAQ edition where the answer was yes, GW came back around and decided that it would NOT give an extra attack. Again, not a big deal to most BT players.
Moving on, we have a few clarifications on how the Techmarine and Drop Pods work. Of note: the Techmarine is not able to repair multiple vehicles a turn, but IS allowed to repair a vehicle he is embarked on. Drop Pods that scatter off the table suffer a mishap result (finally, a FAQ answer on this big issue), but they can be used on their own, with no squad inside them.
Finally, there was a question regarding Grimaldus's 'Only in Death Does Duty End' special rule and its applicability on "remove from play" attacks. It was ruled that his special rule has no effect and is removed as normal. I guess this was important to know, but he really is only useful in Black Tide lists, which are only good in casual games.
Now we get to the meat and potatoes of the FAQ.
- 'Righteous Zeal' was changed to say "that has not gone to ground or is not falling back". I guess that solves the whole cover manipulation trick where RZ broke a squad out of GtG. This is kind of a reversal from the previous Rulebook FAQ, but they must have decided that the Black Templars were a special case.
- 'Uphold the Honour of the Emperor' was changed to ignore all references of entanglement. Not a big deal, as the vow is rarely used.
- Storm Shields were updated to use the newer 3+ invulnerable saves against both shooting and close combat attacks. Their price in the armor was increased from 10 points to 15 points to compensate. Assault squads saw their SS price increase from 3 points to 15 points for each. This change will be huge for some armies, as it finally allows us to field legitimate full TH/SS Terminator squads without them getting wrecked by shooting. With Preferred Enemy, they will be tough to deal with. Even the widely accepted 3 PoLC/2 TH&SS Assault Terminator squad setup will find their units significantly more durable.
- 'Abhor the Witch, Destroy the Witch' vow was changed to ignore references to Concealment missions and Minor Psychic powers.
- Combat shields were nerfed to a 6+ invulnerable save in close combat, to bring them in line with the other 5th Edition codices.
- Cyclone Missile Launchers were updated with the 5th Edition rules. This update is absolutely huge. It brings the tactical terminators back into instant relevancy. As the only unit allowed to take two CML's per unit, combined with Tank-Hunters, this unit is a huge upgrade from its previous version. We finally have reliable long-range weaponry on durable units, that keep on firing until they are all dead. This one gets a huge two-thumbs up.
- The bike squadron got a slight errata to remove the reference of the Bolt Pistols from the options section of the unit. I believe this was simply to remove any and all reference to a BP that didn't actually exist as wargear for the Black Templars bikers.
- The Holy Orbs of Antioch got a slight change by changing it to a blast weapon. This is a huge change for some, but I personally already played it like this so I won't see any difference in the play. With the IC's high BS, the Orb is likely to hit very close to your target anyway. At least now you're guaranteed to put the blast marker on the board (though the blast might miss if you scatter too far), whereas before, you could possibly miss simply by failing the BS test.
- The Apothecary Narthecium was changed to provide 'Feel No Pain' to the models in his squad. Unlike a great many other players, I don't think this will make much of a splash as the other updates due to the fact that our command squads cannot take Jump Packs or Bikes. The update is nice to have, but beyond Drop Pod command squads, I don't see a real competitive use for it.
- The Signum was changed to bring it in line with the 5th Edition version. Not likely to bug very many players, as I personally believe the Techmarine to be the worst unit in the BT codex.
- Power of the Machine Spirit was updated to bring it in line with the 5th Edition version. This change is huge as well. It forgoes allowing movement if not able to otherwise (i.e. Crew Stunned), for improved shooting potential. This means that we can have Vindicators move 12" and fire the Demolisher Cannon. Right now, only the Blood Angels can match that. Plus, we can always fire the weapon unless its destroyed! Very nice indeed. This also upgrades the lethality of the Land Raider Crusader significantly.
- Smoke Launchers were nerfed to bring them in line with the 5th Edition rules. With this update, we lose our near one-turn invulnerability for our transports. This is a big blow to our already expensive mechanized CC-oriented lists. However, all is not lost. The newer smoke launchers do give you the opportunity to possibly completely ignore damage results if you're lucky enough. While we gained that from being obscured previously, its nice to not have to hug terrain now to gain its benefits.
- Our Transports are no longer dedicated transports. Well, they are still, but now any unit may ride in them unlike before. This gives us more options for late game objective grabbing, as the squad's original transport might not be functioning.
- The Land Raiders were finally given an official ENGLISH ruling on 'Assault Vehicle'. Yes, they do in fact have this special rule. However, anyone that told me they didn't have it previously, would have deserved a punch in the face.
- Our Deathwind Launchers for Drop Pods were nerfed to bring them in line with other 5th Edition chapters. This pretty much removes their usefulness in Drop Pod armies, as they were used primarily for mob infantry suppression (who usually only have 6+ armor) and possible vehicle penetrations. Now that it has an AP "-", none of those things are possible. Makes the decision process very easy on whether or not to take them in my Defensive Drop Pod army...
- Shotguns were updated to Str 4, like our other Space Marine brethren. Not a big deal in my opinion, as I still like to keep the extra attack in CC. In addition, shotguns don't have an AP value, so the Bolt Pistol is useful for shooting down poor armor save infantry.
- Finally, the Typhoon Missile Launcher was updated to bring it in line with the current 5th Edition rules. This is another HUGE update for our codex. Whether by design or neglect, GW didn't update the Typhoon-pattern Land Speeder's point cost to account for this change, so we get them for 70 points. Seventy points! That is re-freaking-diculous. They are so cheap for what they do, that they make a near immediate swap with all of my MM/HF Land Speeders in my lists. While the MM/HF has its place, the Typhoon simply fits my lists better and is cheaper to field. Plus, its packing more firepower at longer range than the MM/HF version. Awesome addition to the FAQ.