Post by Deleted on May 10, 2007 13:11:25 GMT -5
Heya,
As some of us know, Chaos in general is getting a massive overhaul, and we should expect to see the first release for Chaos around September/Christmas time, which will be Codex Chaos Space Marines.
Now, the purpose of this thread is to provide people with rumors and pictures in one place, making the information easier to find. Any input is welcome, but I would strongly advise that if you have any individual questions regarding the new releases, then you should either PM me, or start a new thread.
New Codex Chaos Space Marines:
Sneak peeks from the upcoming White Dwarf:
Images of some of the new models to be released for the Chaos Space Marines:
(New plastic Chaos Terminator Lord/Sorcerer.)
(New Metal Chaos Lord with the Mark of Khorne and Bloodfeeder Daemon Weapon.)
(New Metal Chaos Lord with a Jump Pack.)
(New Plastic Chaos Terminators.)
(New plastic possessed Chaos Space Marines.)
(Plastic Chaos Space Marine Squad.)
(New Plastic Chaos Spawn.)
(New
(Plastic Chaos Vindicator.)
Images of the new Plastic Sprues and Metal Components:
(New plastic Chaos Terminator Lord/Sorcerer.)
(New Metal Chaos Lord with the Mark of Khorne and Bloodfeeder Daemon Weapon.)
(New metal Special Character, Huron Blackheart - Tyrant of Badab.)
(New Metal Chaos Lord with a Jump Pack.)
(New plastic possessed Chaos Space Marines.)
(New plastic Chaos Space Marine Terminators.)
(New plastic Chaos Space Marine upgrade sprue.)
(Plastic Chaos Space Marines, with the exception of a few new helmets, there is little difference to the current Chaos Space Marines.)
Info taken from Warseer:
ARMY LIST
HQ:
Lord :
WS 5 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | Ld 10 | Sv 3+/5+
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Can have Terminator Armour, Bike, Wings, or Steed
-The Daemonic Steed options are:
.....-Palanquin of Nurgle: +1 A, +1 W; count as 2 models in Land Raider
.....-Juggernaut of Khorne: +1 A, +1 S; may not be transported
.....-Disc of Tzeentch: +1 A, Jump Pack
.....-Steed of Slaanesh: +1 A, Cavalry
-Can be marked
-The Chaos Lord is equiped with a Bolt Pistol and CCW. You can purchase a Combi-Weapon for him.
-According to the source of these rumours, the Chaos Lord entry is similar to the Carnifex entry, with nearly 3/4's of the page given over to all the options he can take. Chaos Lords have apparently just as much choice as before if not a little more.
-Daemon weapon are cheaper if in Terminator Armour.
-Cannot be saved from instant death (no rune or whatnot)
Daemon Prince:
WS 7 | BS 3 | S 6 | T 5 | W 4 | I 5 | A 4 | Ld 10 | Sv 3+/5+
-110 points
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Very few options
-Can have an Icon
-Can have Wings
-Can have psychic powers
-Monstrous Creature
-Is immune to instant death
-May be marked
-May have pychic powers
Sorcerer:
WS 5 | BS 5 | S 4 | T 4 | W 2 | I 5 | A 3 | LD 10 | SV 3+/5+
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Can have Terminator Armour, Bike, Wings, or Steed
-Force Weapons as standard
-Sorcerers with an Icon of Tzeentch may use two powers per turn
Greater Daemon
WS 9 | BS ? | S 8 | T 6 | W 4 | I 5 | A ? | LD 10 | SV -/4+
-1 per army max
-100 points
-Does not take up a FOC slot, very cheap for its stats
-Fearless
-Daemonic Aura (4+ invulnerable) as standard
-Monstrous Creature
-Moves as Infantry (no option for wings)
-Can’t be marked
-Possession: When a Greater Daemon becomes available from Reserve, it can replace any friendly character model (aspiring champion, sorcerer, etc) you choose. There is no need to designate a Daemonvessel ahead of time.
ELITE:
Possessed:
WS 4 | BS 4 | S 5 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV 3+/5+
-Cheaper than 22 Pts
-Daemonic Strength and Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Random Power Table. Roll d6 after deployment:
.....1: Scouts
.....2: Furious Charge
.....3: Fleet of foot
.....4: Rending
.....5: Feel no pain
.....6: Power weapons
Chosen:
-One attack
-Bolter, Bolt Pistol, CCW, Frags, Kraks
-Can have an Icon
-Huge amount of options (like Dark Angel company veterans)
-May have one heavy weapon and multiple special weapons
-Infiltrate as standard
-5 to 10 models a squad.
-Chosen are not fearless.
Terminators:
-30 Points
-Unit size 3-10
-Combibolter and power weapon
-Can have an Icon
-Any number of models can be upgraded to champions (+1A) for 10 pts
-One heavy weapon per squad, two if the squad is 10 models strong
-Reaper Autocannon is unchanged
-May always Deep Strike
Dreadnoughts:
-May be given 2 DCCW.
-Frenzy table still exists but is slightly changed: If no viable frenzy, count as sane.
TROOPS
Chaos space marines:
-Can have Icon
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-If 10 or more models, may take Heavy or second Special weapon.
-Aspiring champion limited to basic wargear upgrades (PW, PF, PP)
-5 to 20 squad size.
Khorne Berzerkers:
-Have the +1A over normal marines, WS5 and furious charge
-No chainaxes
-They are armed with CCW and BP, and have the option for plasma pistols as they do now.
-Fearless
-No more Blood Frenzy (so no more bonus movement, but also no more uselessly chasing Land Speeders around the table)
Plague Marines:
-Initiative 3
-T4(5)
-Blight grenades (-1A to enemies engaged in hth).
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless.
-Feel no Pain.
-Can take 2 Special weapons under 10 models.
Noise Marines/Emperors children:
-Access to sonic weapons (replaces bolter)
-Doomsiren AP3, only for Aspiring Champion
-1 blastmaster per squad
-Noise Marines are the cheapest of the Cult marines (before Sonic weaponry)
-Noise Marines can take a heavy weapon with only 6-strong squad
-no more Combat Drugs
- Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless
-Icon of Slaanesh (+1 I)
-One model may have a Blastmaster (blast mode now AP3)
Thousand Sons:
-Slow and purposeful on 1 dice
-Only 1 wound
-Sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
-No BP or CCW.
-Fearless
-Icon of Tzeentch (4+ Invulnerable)
-All models have AP3 Inferno bolts for their bolters
-Mandatory Sorcerer (comes with Force weapon)
-No more extra wound
-The only CSMs (cult or otherwise) that come with an Aspiring (you have to pay for him tho)
-Asprin Champion has Force Weapon and Bolt Pistol as standard.
Generic Lesser Daemons (Daemon Pack):
WS 4 | BS 4 | S 4 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV -/5+
-Do not take up a troop slot
-Can’t take marks
-13 Points
-Summoning: Daemon Packs enter play via Deep Strike, but MUST be placed within 6" of an Icon. Since Icons act like Teleport Homers, this means Daemons will never scatter! They may not move on the turn they arrive, but they CAN assault.
FAST ATTACK:
Raptors
-20 Points
-Less special weapons than before
-Can have an Icon
-May Deep Strike
-No more hit and run
-Can take 20 in one squad
-May take melta bombs
Bikes
-Can have an Icon
-3 to 10 in a squad
-Don't give +1 attack and can't use 2 CCW
-Can get 2 special weapons
Chaos Spawn:
-Does not take up a FOC slot
-About 40 Pts
-Worse save than before
-Slow and Purposeful & Beasts (this means they move 2d6-pick-highest, fleet 1d6, charge 2d6-pick-highest x2)
HEAVY SUPPORT:
Obliterators:
WS 4 | BS 4 | S 4 | T 4 | W 2 | I 4 | A 2 | LD 10 | SV 2+/5+
-Fearless
-75 points
-Slow and Purposeful
-Can morph Plasma cannon, Lascannon, twin-linked plasma gun, twin-linked flamer, twin-linked melta and MULTI-MELTA!!!
-Multimelta and plasma cannon added to available weapons
-Can’t be marked
-Power fists
Predator
Vindicator
Land Raider
-Cheaper than before (220 points)
-No more Infernal Device
Defiler
-150 points
-Fleet
-WS3
-A3
-May exchange Reaper Autocannon and/or Heavy Flamer for additional CCW having up to 6A
-No longer a Monstrous Creature, has Dreadnought CCWs now (bringing its Strength up to 10)
-No more indirect fire
Havocs
-Can take Icons
-Havocs do not have combat squads. Kind of CSM squads that can take 4 special/heavies.
-15 points each
-Can be up*to 20 in one squad
VEHICLES:
-Smoke Launchers and Searchlights as standard on all vehicles
-Extra Armour is 15 points
-Combi-weapon upgrades are still possible.
-Mutated Hull is gone.
-Daemonic Possession no longer negates transport capacity, but reduces BS to 3.
-Rihno is 35 points
-There are still Dirge Casters, Pintle Mounted Weapons, Dozer Blades and Havok Launchers available for vehicles. Not all of those are available to all vehicles.
-Havoc Launcher is like a Typhoon Missile Launcher (+1 STR, - AP, -1 Shot and TL form the current one)
MARK OF CHAOS (Icons)
-These now take the form of Icons that most units can take. The cost of an Icon is fixed for each unit, regadless of unit size. This means larger units essentially pay less points per model for the same Icon.
-All units except vehicles, Obliterators and Cult units can purchase one of the following Icons (listed from least to most expensive):
-Icon of Chaos Glory: The new name for Mark of Chaos Undivided. Grants morale re-rolls. Not available to ICs as they are all Fearless anyway.
-Icon of Slaanesh: +1 initiative
-Icon of Khorne: +1 attack
-Icon of Tzeentch: Grants a 5+ invulnerable, or improved existing invulnerable by 1 (so Termies go up to 4+, for example)
-Icon of Nurgle: +1 tougness (does not count towards instant death)
-These Icons are the only way to align a non-Cult unit to a particular god. They grant no other benefits than what is listed above (Icon of Slaanesh does not grant access to Sonic weaponry, for example)
-All Icons also act as Teleport Homers for Daemons, Terminators and Obliterators.
PSYCHIC POWERS
-Some major powers still exist (Wind of Chaos, Gift of Chaos, Doombolt)
Doombolt changes to S4 AP3
-Warp Time is a new psychic power that allows the caster to re-roll failed rolls to hit and to wound in close combat
-Each god except Khorne also has one specific power:
-Nurgle: Nurgle's Rot; Range 12", all models in target unit take a S3 hit on 4+. Saves -allowed.
-Slaanesh: Lash of Submission; If target unit fails Ld test, you may move it 2d6"
-Tzeentch: Bolt of Change; as before but AP1
-No more mass mutation
UNIT LIST:
HQ: Chaos Lord, Chaos Sorcerer, Daemon Prince, Generic Greater Daemon*
Elites: Chosen, Terminators, Dreadnought, Possessed
Troops: Chaos Space Marines, Berserkers, Plague Marines, Thousand Sons, Noise Marines, Generic Daemons*
Fast: Raptors, Bikes, Chaos Spawn*
Heavy: Havocs, Defiler, Vindicator, Land Raider, Predator, Obliterators
Units marked with (*) do not actually use up slots on the Force Organisation Chart
There are no 0-1 or similar limits anymore except for Greater Daemons whoa re 0-1. Your unit choices are only limited by the FOC. Yes, you can have two Daemon Princes.
GENERAL:
-Veterans skills are mostly gone. A few units still have a predetermined skill, but you may no longer pick and choose.
-There are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.
-The only way to get a 2+ Save is via Terminator Armor.
-No way to counter psychic powers
DAEMON WEAPONS:
- Daemon Weapons cost 40 pts.
-Grants D6 extra attacks, but if a 1 is rolled for the number of attacks, the model takes a wound and can't make ANY attacks in that combat phase.
-Power Weapon
Two-Handed
- In addition the following marks will have the effect on the Weapon (Mark is determined by what has been applied to the Lord/Sorc):
…-No Mark - +1 STR
…-Khorne - Bloodfeeder - Additional D6 (total of 2D6 Attacks) if a 1 is rolled on either dice, you lose a wound and may not attack. Double 1s is not cumulative, you only lose 1 wound.
…-Nurgle - Plaguebringer - Poisoned attacks that always wound on a 4+.
…-Tzeentch - Deathscreamer - Can be used a shooting weapon with the following profile: 24", S4, AP3, Assault D6 - if a 1 is rolled for number of shots, lose a wound and no shots are fired.
…-Slaanesh - Blissgiver - Causes instant death
SPECIAL CHRACTERS:
-All are HQ choices
Typhus:
-Manreaper is a Nurgle Daemon Weapon that is also a Force weapon
-Has Nurgle's Rot psychic power, does not need to pass psychic test to use it, and may also use the Force weapon in the same turn
Abaddon:
-Has the benefits of all Icons (+1A, +1I, +1T, 4+ invulnerable)
-Drachnyen and the Talon now count as a single Daemon Weapon, which grants +1d6 attacks, doubles strength, and re-rolls all dice to hit and to wound!
-Immune to instant death
-Most expensive SC.
Ahriman:
-Knows all psychic powers except the Slaanesh and Nurgle specific ones
-Force Weapon
-May use up to three psychic powers (including the force weapon) per turn
-He is REALLY expensive. Aside from Abaddon he is the most expensive special character.
-His bolt pistol has inferno bolts not that you will use it all that much.
Kharn:
WS 7 | BS ? | S 5 | W 4 | W ? | I 5 | A ? | LD 10 | SV 3+/5+
-Gorechild gains 2D6 for armour penetration against vehicles
-Immune to all psychic powers
-Furious Charge
-Still hits allies on a 1
Fabius Bile:
-Not too bad. He has a decent amount of attacks. He has Feel No Pain now in addition to a 5+ Invulnerable. Can still enhance models.
Lucius:
-Ddecent for his points. He has a Doom Siren, removes attacks from enemies in BtB with him and does wounds whenever he makes a save in CC.
Huron Blackheart:
-Tyrant's claw is a powerfist with built in heavy flamer.
-Hamadyra grants him the "Warp Time" psychic power.
As some of us know, Chaos in general is getting a massive overhaul, and we should expect to see the first release for Chaos around September/Christmas time, which will be Codex Chaos Space Marines.
Now, the purpose of this thread is to provide people with rumors and pictures in one place, making the information easier to find. Any input is welcome, but I would strongly advise that if you have any individual questions regarding the new releases, then you should either PM me, or start a new thread.
::Remember! these are just rumors! Please take them with a pinch of salt::
New Codex Chaos Space Marines:
Sneak peeks from the upcoming White Dwarf:
Images of some of the new models to be released for the Chaos Space Marines:
(New plastic Chaos Terminator Lord/Sorcerer.)
(New Metal Chaos Lord with the Mark of Khorne and Bloodfeeder Daemon Weapon.)
(New Metal Chaos Lord with a Jump Pack.)
(New Plastic Chaos Terminators.)
(New plastic possessed Chaos Space Marines.)
(Plastic Chaos Space Marine Squad.)
(New Plastic Chaos Spawn.)
(New
(Plastic Chaos Vindicator.)
Images of the new Plastic Sprues and Metal Components:
(New plastic Chaos Terminator Lord/Sorcerer.)
(New Metal Chaos Lord with the Mark of Khorne and Bloodfeeder Daemon Weapon.)
(New metal Special Character, Huron Blackheart - Tyrant of Badab.)
(New Metal Chaos Lord with a Jump Pack.)
(New plastic possessed Chaos Space Marines.)
(New plastic Chaos Space Marine Terminators.)
(New plastic Chaos Space Marine upgrade sprue.)
(Plastic Chaos Space Marines, with the exception of a few new helmets, there is little difference to the current Chaos Space Marines.)
Info taken from Warseer:
ARMY LIST
HQ:
Lord :
WS 5 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | Ld 10 | Sv 3+/5+
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Can have Terminator Armour, Bike, Wings, or Steed
-The Daemonic Steed options are:
.....-Palanquin of Nurgle: +1 A, +1 W; count as 2 models in Land Raider
.....-Juggernaut of Khorne: +1 A, +1 S; may not be transported
.....-Disc of Tzeentch: +1 A, Jump Pack
.....-Steed of Slaanesh: +1 A, Cavalry
-Can be marked
-The Chaos Lord is equiped with a Bolt Pistol and CCW. You can purchase a Combi-Weapon for him.
-According to the source of these rumours, the Chaos Lord entry is similar to the Carnifex entry, with nearly 3/4's of the page given over to all the options he can take. Chaos Lords have apparently just as much choice as before if not a little more.
-Daemon weapon are cheaper if in Terminator Armour.
-Cannot be saved from instant death (no rune or whatnot)
Daemon Prince:
WS 7 | BS 3 | S 6 | T 5 | W 4 | I 5 | A 4 | Ld 10 | Sv 3+/5+
-110 points
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Very few options
-Can have an Icon
-Can have Wings
-Can have psychic powers
-Monstrous Creature
-Is immune to instant death
-May be marked
-May have pychic powers
Sorcerer:
WS 5 | BS 5 | S 4 | T 4 | W 2 | I 5 | A 3 | LD 10 | SV 3+/5+
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Can have Terminator Armour, Bike, Wings, or Steed
-Force Weapons as standard
-Sorcerers with an Icon of Tzeentch may use two powers per turn
Greater Daemon
WS 9 | BS ? | S 8 | T 6 | W 4 | I 5 | A ? | LD 10 | SV -/4+
-1 per army max
-100 points
-Does not take up a FOC slot, very cheap for its stats
-Fearless
-Daemonic Aura (4+ invulnerable) as standard
-Monstrous Creature
-Moves as Infantry (no option for wings)
-Can’t be marked
-Possession: When a Greater Daemon becomes available from Reserve, it can replace any friendly character model (aspiring champion, sorcerer, etc) you choose. There is no need to designate a Daemonvessel ahead of time.
ELITE:
Possessed:
WS 4 | BS 4 | S 5 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV 3+/5+
-Cheaper than 22 Pts
-Daemonic Strength and Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Random Power Table. Roll d6 after deployment:
.....1: Scouts
.....2: Furious Charge
.....3: Fleet of foot
.....4: Rending
.....5: Feel no pain
.....6: Power weapons
Chosen:
-One attack
-Bolter, Bolt Pistol, CCW, Frags, Kraks
-Can have an Icon
-Huge amount of options (like Dark Angel company veterans)
-May have one heavy weapon and multiple special weapons
-Infiltrate as standard
-5 to 10 models a squad.
-Chosen are not fearless.
Terminators:
-30 Points
-Unit size 3-10
-Combibolter and power weapon
-Can have an Icon
-Any number of models can be upgraded to champions (+1A) for 10 pts
-One heavy weapon per squad, two if the squad is 10 models strong
-Reaper Autocannon is unchanged
-May always Deep Strike
Dreadnoughts:
-May be given 2 DCCW.
-Frenzy table still exists but is slightly changed: If no viable frenzy, count as sane.
TROOPS
Chaos space marines:
-Can have Icon
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-If 10 or more models, may take Heavy or second Special weapon.
-Aspiring champion limited to basic wargear upgrades (PW, PF, PP)
-5 to 20 squad size.
Khorne Berzerkers:
-Have the +1A over normal marines, WS5 and furious charge
-No chainaxes
-They are armed with CCW and BP, and have the option for plasma pistols as they do now.
-Fearless
-No more Blood Frenzy (so no more bonus movement, but also no more uselessly chasing Land Speeders around the table)
Plague Marines:
-Initiative 3
-T4(5)
-Blight grenades (-1A to enemies engaged in hth).
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless.
-Feel no Pain.
-Can take 2 Special weapons under 10 models.
Noise Marines/Emperors children:
-Access to sonic weapons (replaces bolter)
-Doomsiren AP3, only for Aspiring Champion
-1 blastmaster per squad
-Noise Marines are the cheapest of the Cult marines (before Sonic weaponry)
-Noise Marines can take a heavy weapon with only 6-strong squad
-no more Combat Drugs
- Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless
-Icon of Slaanesh (+1 I)
-One model may have a Blastmaster (blast mode now AP3)
Thousand Sons:
-Slow and purposeful on 1 dice
-Only 1 wound
-Sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
-No BP or CCW.
-Fearless
-Icon of Tzeentch (4+ Invulnerable)
-All models have AP3 Inferno bolts for their bolters
-Mandatory Sorcerer (comes with Force weapon)
-No more extra wound
-The only CSMs (cult or otherwise) that come with an Aspiring (you have to pay for him tho)
-Asprin Champion has Force Weapon and Bolt Pistol as standard.
Generic Lesser Daemons (Daemon Pack):
WS 4 | BS 4 | S 4 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV -/5+
-Do not take up a troop slot
-Can’t take marks
-13 Points
-Summoning: Daemon Packs enter play via Deep Strike, but MUST be placed within 6" of an Icon. Since Icons act like Teleport Homers, this means Daemons will never scatter! They may not move on the turn they arrive, but they CAN assault.
FAST ATTACK:
Raptors
-20 Points
-Less special weapons than before
-Can have an Icon
-May Deep Strike
-No more hit and run
-Can take 20 in one squad
-May take melta bombs
Bikes
-Can have an Icon
-3 to 10 in a squad
-Don't give +1 attack and can't use 2 CCW
-Can get 2 special weapons
Chaos Spawn:
-Does not take up a FOC slot
-About 40 Pts
-Worse save than before
-Slow and Purposeful & Beasts (this means they move 2d6-pick-highest, fleet 1d6, charge 2d6-pick-highest x2)
HEAVY SUPPORT:
Obliterators:
WS 4 | BS 4 | S 4 | T 4 | W 2 | I 4 | A 2 | LD 10 | SV 2+/5+
-Fearless
-75 points
-Slow and Purposeful
-Can morph Plasma cannon, Lascannon, twin-linked plasma gun, twin-linked flamer, twin-linked melta and MULTI-MELTA!!!
-Multimelta and plasma cannon added to available weapons
-Can’t be marked
-Power fists
Predator
Vindicator
Land Raider
-Cheaper than before (220 points)
-No more Infernal Device
Defiler
-150 points
-Fleet
-WS3
-A3
-May exchange Reaper Autocannon and/or Heavy Flamer for additional CCW having up to 6A
-No longer a Monstrous Creature, has Dreadnought CCWs now (bringing its Strength up to 10)
-No more indirect fire
Havocs
-Can take Icons
-Havocs do not have combat squads. Kind of CSM squads that can take 4 special/heavies.
-15 points each
-Can be up*to 20 in one squad
VEHICLES:
-Smoke Launchers and Searchlights as standard on all vehicles
-Extra Armour is 15 points
-Combi-weapon upgrades are still possible.
-Mutated Hull is gone.
-Daemonic Possession no longer negates transport capacity, but reduces BS to 3.
-Rihno is 35 points
-There are still Dirge Casters, Pintle Mounted Weapons, Dozer Blades and Havok Launchers available for vehicles. Not all of those are available to all vehicles.
-Havoc Launcher is like a Typhoon Missile Launcher (+1 STR, - AP, -1 Shot and TL form the current one)
MARK OF CHAOS (Icons)
-These now take the form of Icons that most units can take. The cost of an Icon is fixed for each unit, regadless of unit size. This means larger units essentially pay less points per model for the same Icon.
-All units except vehicles, Obliterators and Cult units can purchase one of the following Icons (listed from least to most expensive):
-Icon of Chaos Glory: The new name for Mark of Chaos Undivided. Grants morale re-rolls. Not available to ICs as they are all Fearless anyway.
-Icon of Slaanesh: +1 initiative
-Icon of Khorne: +1 attack
-Icon of Tzeentch: Grants a 5+ invulnerable, or improved existing invulnerable by 1 (so Termies go up to 4+, for example)
-Icon of Nurgle: +1 tougness (does not count towards instant death)
-These Icons are the only way to align a non-Cult unit to a particular god. They grant no other benefits than what is listed above (Icon of Slaanesh does not grant access to Sonic weaponry, for example)
-All Icons also act as Teleport Homers for Daemons, Terminators and Obliterators.
PSYCHIC POWERS
-Some major powers still exist (Wind of Chaos, Gift of Chaos, Doombolt)
Doombolt changes to S4 AP3
-Warp Time is a new psychic power that allows the caster to re-roll failed rolls to hit and to wound in close combat
-Each god except Khorne also has one specific power:
-Nurgle: Nurgle's Rot; Range 12", all models in target unit take a S3 hit on 4+. Saves -allowed.
-Slaanesh: Lash of Submission; If target unit fails Ld test, you may move it 2d6"
-Tzeentch: Bolt of Change; as before but AP1
-No more mass mutation
UNIT LIST:
HQ: Chaos Lord, Chaos Sorcerer, Daemon Prince, Generic Greater Daemon*
Elites: Chosen, Terminators, Dreadnought, Possessed
Troops: Chaos Space Marines, Berserkers, Plague Marines, Thousand Sons, Noise Marines, Generic Daemons*
Fast: Raptors, Bikes, Chaos Spawn*
Heavy: Havocs, Defiler, Vindicator, Land Raider, Predator, Obliterators
Units marked with (*) do not actually use up slots on the Force Organisation Chart
There are no 0-1 or similar limits anymore except for Greater Daemons whoa re 0-1. Your unit choices are only limited by the FOC. Yes, you can have two Daemon Princes.
GENERAL:
-Veterans skills are mostly gone. A few units still have a predetermined skill, but you may no longer pick and choose.
-There are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.
-The only way to get a 2+ Save is via Terminator Armor.
-No way to counter psychic powers
DAEMON WEAPONS:
- Daemon Weapons cost 40 pts.
-Grants D6 extra attacks, but if a 1 is rolled for the number of attacks, the model takes a wound and can't make ANY attacks in that combat phase.
-Power Weapon
Two-Handed
- In addition the following marks will have the effect on the Weapon (Mark is determined by what has been applied to the Lord/Sorc):
…-No Mark - +1 STR
…-Khorne - Bloodfeeder - Additional D6 (total of 2D6 Attacks) if a 1 is rolled on either dice, you lose a wound and may not attack. Double 1s is not cumulative, you only lose 1 wound.
…-Nurgle - Plaguebringer - Poisoned attacks that always wound on a 4+.
…-Tzeentch - Deathscreamer - Can be used a shooting weapon with the following profile: 24", S4, AP3, Assault D6 - if a 1 is rolled for number of shots, lose a wound and no shots are fired.
…-Slaanesh - Blissgiver - Causes instant death
SPECIAL CHRACTERS:
-All are HQ choices
Typhus:
-Manreaper is a Nurgle Daemon Weapon that is also a Force weapon
-Has Nurgle's Rot psychic power, does not need to pass psychic test to use it, and may also use the Force weapon in the same turn
Abaddon:
-Has the benefits of all Icons (+1A, +1I, +1T, 4+ invulnerable)
-Drachnyen and the Talon now count as a single Daemon Weapon, which grants +1d6 attacks, doubles strength, and re-rolls all dice to hit and to wound!
-Immune to instant death
-Most expensive SC.
Ahriman:
-Knows all psychic powers except the Slaanesh and Nurgle specific ones
-Force Weapon
-May use up to three psychic powers (including the force weapon) per turn
-He is REALLY expensive. Aside from Abaddon he is the most expensive special character.
-His bolt pistol has inferno bolts not that you will use it all that much.
Kharn:
WS 7 | BS ? | S 5 | W 4 | W ? | I 5 | A ? | LD 10 | SV 3+/5+
-Gorechild gains 2D6 for armour penetration against vehicles
-Immune to all psychic powers
-Furious Charge
-Still hits allies on a 1
Fabius Bile:
-Not too bad. He has a decent amount of attacks. He has Feel No Pain now in addition to a 5+ Invulnerable. Can still enhance models.
Lucius:
-Ddecent for his points. He has a Doom Siren, removes attacks from enemies in BtB with him and does wounds whenever he makes a save in CC.
Huron Blackheart:
-Tyrant's claw is a powerfist with built in heavy flamer.
-Hamadyra grants him the "Warp Time" psychic power.