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[Новости и слухи] Chaos Space Marines : компиляция


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Просто большая компиляция слухов, для удобства в одной теме, все обсуждение тут, пожалуйста.

Chaos Space Marines - General Info

The latest on the release dates are as follows.

September 23rd for Games Day UK the CSM codex will be there......

September 29th pre-orders are up.

October 6th is the release date....

By October 20th, all new units in the codex will have been released.

The codex is a full color hard cover book.

There are no legion rules

you can do is unlock certain elites as troops with specific special characters.

The book is called chaos space marines.

Chaos will not spend long without in-game rules for Cultists and the Hellbrute. Both are included in the new codex. No rules supplement is coming in the October White Dwarf. Figure it out.

The new chaos is an evolved version of what you had before, and nothing like space marines except being WS/BS/S/T 4 in power armor.

The "Hatred: Space Marines" rule....is it ALL Space Marines (Chaos and Loyalist), just Loyalist, or just Vanilla?

Just imperial loyalist.

via Bigred on BOLS

Codex author is Phil Kelly

Chaos Cultists are available in blob squads into the thirties...

Certain Named Characters grant various USRs and other special rules to Cultists when selected.

-The "flying dragon thingy" is coming. It is a flyer and one of two entirely new units added to the codex.

-The second new unit is said to be a Chaos answer to the Grey Knight Dreadknight.

-The Chaos Dreadnought is indeed still there (take a breath people), but gets a new name, and a rules overhaul.

-Hardcover book (just like Fantasy army books)

UPDATE 19.09

- Hard Cover

- Phil Kelly is the author

- Some photos of the 'dex are in the WD, though they're quite small and hard to make out text.

- Lots of background included

- Some beautiful artwork

- Several rules mentioned, including 'Veteran of the Eternal War' (not sure of the specifics as I don't have the WD handy) but from memory it gives a unit fearless (definately not 100% sure on this - might be +1LD) and Prefered Enemy (Space Marines). Cannot say if this rule is an upgrade or universal rule.

- There is a Chaos Boon table, which I believe has been discussed before. When an IC defeats an enemy IC in challenge, they can choose to roll on the table. Looks to be 2D6 (maybe even 3D6) and that IC recieves a boon for the rest of the game. Image of this table is too small to make out what each result is.

Eye of Gods

The "eye of the Gods" table is actually several tables. First you roll to see what table you roll on, then you roll what you get after winning a challenge, killing a monstrous creature or walker, or annihilating a unit in close combat.

One of the tables is Daemonic Gifts.

The chart is 6 charts of 6 options.

-There is an Eye of the Gods-like table ~like the WFB Warriors of Chaos table.

You get to roll on whenever a character kills another character in a challenge, or a Walker or Monstrous Creature. There is a multitude of gifts (and curses) that your Characters can acquire which range from +1 Save, +1 Toughness, or becoming either a Spawn or a Daemon Prince!!!

(Sorta True — trying to lump all the funky stuff into one table is not totally accurate. CSM codex is table land. Expect many random charts and upgrades it will be hard to keep track.)

Yeah this will be the chart to end all charts and competitive players will cry everywhere because it is random. All 60+random abilities! Yes you heard it right over 60! How it works I don’t know, but characters can get multiple rolls on the chart through various methods.

Time for some specific models right? Sure why not!

There is an Eye of the Gods esque table (Warriors of Chaos players will know what I am talking about) that you get to roll on whenever a character kills another character in a challenge, or a Walker or Monstrous Creature. There is a multitude of gifts (and curses) that your Characters can acquire which range from +1 Save, +1 Toughness, or becoming either a Spawn or a Daemon Prince!!!

Special Characters

Most named characters are the same, but overall a point reduction.

There are no new named characters.

via BramGaunt

heard Special characters such as Kharn, Ahriman etc unlock unlimited Cult units as Troop choices, but generic HQ choices with a mark allow one appropriate Cult unit as Troops (similar to Ork Warbosses and Nobz). He also said he'd heard Chaos players will need to nominate one HQ selection as the army general, and that one will determine which Cult units become troops. No taking Kharn and Ahriman and getting bothe Berserkers and Rubriks as Troops

Ahriman: Mastery Level 4, Same Stats as before, Access to Biomancy, Pryomancy, Telepathy, and Tzeentch. He is the master of witch ire spells, he can cast three spells that are witchfire in the same phase. He can also give up to three units infiltrate ability.

Ahriman is mastery 4, can cast multiple powers per turn, gets access to almost all lores and has a default psychic attack much like smite but longer range that he can use in addition to his normal psychic powers per turn.

Huron: Same Stats as before, Mastery Level 1, Spells are randomly determined at the start of each turn.

Typhus: Same Stats as before, Mastery Level 2 can only take Nurgle powers, Destroyer Hive has been changed to be a Nurgle Holocaust Str4 AP2 ignores cover. Has Fear

Typhus is now a mastery level 2 sorcerer of Nurgle. In addition as reported earlier he can make any cultist a zombie. Zombies are going to be disgusting in 6th edition. FnP, Fearless, Fear, and all for no additional cost. As for Cultists they are cheap not conscript cheap, but close. You can get over 30 of them in a squad.

Typhus does give FNP to Cultists and they are fearless when upgraded to zombies.

Typhus unlocks plague marines as troops

Kharn: Same Stats as before, Him and his Unit get 2+ to deny witch and is completely immune to force weapons. Still attacks random people, but now a sneaky way around it. Always hits on 2+ in Assualt. Best part is he has Hatred that he can give to the rest of his unit.

Kharne strikes at initiative 5, and he gained armour bane which I guess is new. He's AP3, but for every model he kills (not wound inflicted) he makes an additional attack at initiative 1.

Kharne still hits friendly models.

Fabius Bile: Same Stats as before. Enhanced Warriors can only ever kill one model gives them Str and Fearless.

Lucius: Same Stats as before. His attacks are the same number as your opponent WS (Avatar vs Lucius fun times). Re-rolls all Wounds, Armor saves made by Lucius inflict str 4 ap2 hits back.

Lucious the Eternals attack profile is based on the WS of his Opponent only in a Challenge

Abaddon: is still one bad ass. His stats and cost remain the same. He will always be your Warlord. Drach’nyen: Demon Weapon, Specialist Weapon, +1 str ap2. Talon of Horus: x2 str, re-roll wounds, BA get hatred to Abaddon, Any friendly unit within 12"; of Abaddon gets Preferred Enemy. The biggest thing about Abaddon though is he makes CHOSEN TROOPS!

Abadon is AP2, Daemon Weapons are AP3

Warpsmith

Warpsmith.JPG

war smiths who can restore hull points

Dark Apostles

Dark Apostles

It's correct in how they are purchased and that they confer abilities to the unit they're in.

They universally confer fearless(because they are fearless) and furious charge. Beyond those two, the abilities that they add to the unit are not as good as the ones you have posted, and in some cases not even remotely similar.

Dark Apostles's are more along the lines of watered down cult troops, but if added to a cult unit they still "bolster" the cult units effects.

i.e. Dark Apostle in a Plague Marine unit get FnP 4+ instead of 5+, or confers a 5+ to a unit of marines or cultists.

Yes daemons can be summoned to your CSM icons if you have a dark apostle.

Daemon Princes

Daemon Princes

The daemon prince stuff is accurate

Daemon Princes are exalted CSM's, not Daemon's (though they have the Daemon rules), so they are not the same as from the Daemon codex. They have clear heritage as space marines.

the chaos space marine daemon prince being increased by 40pts! & having the lash ability taken away for good

the daemon prince will have to pay the same points for wings as a daemons prince from the chaos daemons codex so it is is more balanced.

Kicks ass and takes names, but otherwise no army wide bonus's are granted

Daemon princes are jump if they have wings.

Marks

Marks

The only impact on Marks is that HQ models make corresponding cult units Troops.

You can mix/match Marks and Icons.

+1T/FnP isn't as good as a Plague Marine, they're worth their points.

HQ unlocks corresponding cult troop.

Marks are the same.

-Undivided still reroll morale tests?

-Khorne still Rage

-Tzeentch still +1 invuln save

-Nurgle still +1T

-Slaanesh still +1I

–Icons and Marks–

Marks and Icons are both purchasable by most units. That means you have five new Icons and the same four marks, in which units can have a combination of two. This is a list of the USRs and stat bonus possible.

Fearless

FnP

+1 T

+1 Invul Save

Rage

Soul Blaze

Furious Charge

Fear

+1 I

Marks are the same, except Khorne which is Rage, not +1 attack and has a point decrease.

Undivided Lords get Inspiring Presence command trait, and improved reserve manipulation.

Dedicated transports get the mark of the unit they're bought for, for free. Only units with the same mark can ride in it, (so be careful).

Undivided vehicles can transport anyone.

Other vehicles may buy them. An example would be the mark of khorne on a predator, which gives it a dozer blade at no additional cost, and allows it to roll d6 wounds on a unit it tank shocks

Yes icons prevent scatter

Marks are bought per squad

CSM/Havocs/Raptors/Chosen pay the same cost. Termies pay more.

Terminators

Terminators: 31pts each, Upgrades got very cheap FULLY kitted 10 man unit is about 400 pts with more versatility than another other Terminator unit in the game. Still has Combi-Spam.

Terminators can be upgraded to chosen, getting +1 WS (5) and +1 wound (2), and fearless. They can take marks on top of that. It gets expensive.

- Interestingly enough, when upgraded they are troops if you take Abbadon, yet normal Terminators are Elites.

There are no "chaos storm shields,"

The best you can get is Mark of Tzeench to upgrade your 5+ invulnerable from Terminator armour to a 4+.

There is a piece of chaos wargear that gives a 4+ invulnerable, but it is not a storm shield it can just be added for characters. Yes it upgrades via mark of tzeench to 3+. No it's not available for sorcerers.

Will Terminators be able to be given both marks and icons to essentially be cult terminators?

Yes, but it's expensive. Taking both increases the cost of the second and Terminators pay more in the first place.

Terminators pay 50% more for marks. Taking an icon if you already have a mark costs an extra 20 points

via Darnok from February 2012

painted versions of all four Cult Terminators have been sighted, but they could have been conversions. These could have been made with the sprues other rumours have mentioned.

Chosen

Chosen: 19pts each, Infiltrate gone

Chosen are all, in effect, "Champions," they don't have a Champion Champion, that would be a Chaos Lord. Hence why it's 2 attacks base.

On the whole, Leadership has gone down here and there for Chaos Marines to represent the fact that they think for themselves and believe that running away and saving your ass is the better part of valour.

There are ways around this, through Marks and even the presence of Characters (who are Fearless and confer it in a bubble), because no one wants to piss off their Chaos Lord.

Possessed

Possessed: Random Chart is now D3 acts like Ymgarl Genestealers powers, but determine at the beginning of the turn.

Possessed get to buy (not roll) up to 3 boons from the Eye of Gods table.

Bikes

Bikes get nothing new, just CSM on bikes with combi-bolters instead of bolters.

Raptors

Raptors still have access to special weapons, only the aspiring champion can take special melee weapons. They are reduced in points.

The Night Lord's raptors are a lot like vanguard (they cannot charge on deep strike though), but they have 2 attacks base + dual power weapons (ap3) with the shred special rule and are 35 points each.

UPDATE 13.09.2012 :

Raptors are 95 for 5, and 17 points for up to 10 more

same upgrades as before

Warp Talons

WarpTalons-2.JPG

WarpTalons.JPG

WARP TALONS, are the new raptor. They are 160 for 5 and 30 each for up to 5 more. They all have twin lightning claws. and they have an attack on the turn they deep strike.

its not an assault on arrival. its an attack that makes everyone within 6" of the unit blinded. so if you thread the needle, they won't be shot up

Forgefiends // Maulerfiends

ForgeFiend.JPG

MaulerFiend.JPG

Forgefiends are 175, they have TWO Hades Autocannons. A Hades Autocannon is 48", Heavy 4, Str 8 AP 4... pinning they are only bs 3, so it's about the same. and once per game it can reroll to-wound and to-pen you can, however, swap those weapons out for Ectoplasm cannons. which are str 8 plasma cannons. and for 200 you get THREE of them. so that's some ap 2 love

3 HP, 12/12/10 armor

UPDATE 18.09.2012 :

Well I have heard that the Forgefiend box does come with an alternate build.

UPDATE 18.09.2012 :

Forgefiend has a shooty and a close combat variant in the same box.

The forgefiend is a CC demon engine, and there's a variant that's a a shooty variant with 2 butcher cannons and can take a heavy flamer and some other options.

One is dedicated CC, one is dedicated range, hellbrute is kind of half and half.

the Forgefiend is one codex entry you can make cc or shooty and it's heavy support.

Vehicles

Vindicator is unchanged, but can take daemonic possession (as all chaos vehicles can). No melta of any kind on it except the potential to buy a pintle-mounted combi-melta as an upgrade.

Chaos Land Raider: 220pts Only Godhammer variant, only holds 10 guys, still can get dozerblades

The ramming land raider is dropped.

Upgrades: Mini Deff Roller Str 5 Ap – hits and double for failed death and glory, Chaos Lash whips but reduce attacks to 1

Predators

No new turret options for predators.

New Siege Engine (heavy support)

The siege engine has a melta blast template.

Daemonicly possessed vindicators I think will be in every list, with their ability to potentially regenerate destroyed weapons at start of the chaos player's turn

There is a sound-based vehicle upgrade but it's more of a Word Bearers item than Slaanesh.

There is a sonic upgrade for tanks, but it's not a noise-marine thing.

no chaos razorbacks, just combi-weapons

No drop pods

There is a new land raider, it's a lot like a crusader.

12 capacity for the basic, 16 capacity for the new one.

New Land Raider can ram fortifications and you can launch an assault on the occupants, except that you don't consolidate at the end, you remain locked in combat.

If the enemy unit flees they immediately exit the terrain. If the door is blocked (by your land raider for instance), they count as having been caught ala Sweeping Advance

Flyer Dragon

HellDrake.JPG

Dragon: 170pts AV 12/12/10 Can Vector Strike as a MC, Has Str 8 Heavy 4 guns

Dragon Flyer - 12/12/10

2 butcher cannons, bs3, immune to shaken/stunned, can be locked velocity as normal. Flyer only, no hover/skimmer mode. Can vector strike at strength 10. Strafing run.

Because this might be misinterpreted I'm going to be really clear: It does not have "two firing profiles." It has 2 butcher cannons, and that's it. It does not have blasts of any kind. It is "BS4" against ground targets because of strafing run (go read it, it's a USR for details).

The only flyer in the codex

Dragon Takes out other flyers with a ranged attack

its 12/11/10 170pts

Fast Attack

the flyer you get is retardedly good at blowing up things that are zooming.

UPDATE 13.09.2012 :

Dragon 170, they have 1 hades auto cannon

3 HP, 12/12/10

they can make a melee attack against other fliers

A Hades Autocannon is 48", Heavy 4, Str 8 AP 4.

UPDATE 18.09.2012 :

The Helldrake may come with an alternate build too but I'm not getting my hopes up on that one.

Flyer comes with lots of options to build it visually different and aesthetics for particular gods, but it only has one rules loadout.

Defilers

They're the same except they have the Daemon special rule, 4 hull points and a 5+ invulnerable save.

UPDATE 13.09.2012:

Defiler is 195 now, with all the normal options.

demonforge, the ability you're thinking of, is a once per game re-roll to damage

Daemon Engines // Dreadnoughts

Shooty Demon Engine: 120pts AV 12/12/10 Two Str 8 Heavy 4 guns

Assault Demon Engine: 135pts AV 12/12/10, Immune to Cover, 12"; Move, Two Str 8 AP1 Melta Weapons, plus PowerFists

They can take marks

The mark of khorne for instance gives it Rage and a unique weapon option much-like blood talons except it's a giant rotary saw.

Oblitertors

Maulers

Assault Oblits: Elite Slot Weapons act like Ymgarl Genestealers powers

str5/t5, 2+/5++, Once per turn can combination of 2:

power weapon, power fist, lightning claw

Each mauler chooses individually.

1-3. Maulers cannot deep strike, but are not slow and purposeful.

Chaos Hellbrute

Hellbrute (background/fluff) paraphrased

They were mighty and honorable warriors interred in the powerful and venerable dreadnought chasis during their former slavery to the Imperium. A side effect of insanity was a known feature of Dreadnoughts. To counter this, standard operating procedures on Dreadnoughts is to keep them in stasis between service, so that they see life as one constant battle, only awake in times of great need and focus, but Hell brutes get no such reprieve.

Without the cold embrace of nothingness that makes the years and decades between war pass in the blink of an eye, they are driven mad. The rage of a mind essentially trapped within his walking sarcophagus, simultaneously his freedom and prison tears at the very fabric of his sanity and it is expressed through monstrous transformation and mutation.

Some believe that when enough service has been rendered and enough blood has been shed and victories won in the name of the Dark Gods, these once mighty warriors will be elevated to Greater Daemons and once again walk the earth of dead worlds with their own two feet.

Hellbrutes are 2 attack base, +1 for each close combat weapon they take, meaning 3 with one CCW (such as the one in the DV Box) and 4 if you take two.

120 points

It's 12/12/10

Str 6, ws 4, bs4, i4

Multi-Melta / Power Fist (with inbuilt combi-bolter)

can swap the Multi-Melta for a butcher-cannon, or twin reaper auto cannons (which is pretty cool, since that's an entire riflemen in one arm, but with less range), twin-linked lascannon or a twin-linked heavy flamer.

can swap combi-bolter for a meltagun or heavy flamer

Has rampage

Mark of Khorne: Rage USR

Mark of Nurgle: 5+ restore a hull point OR repair immobilized / weapon destroyed at the start of a turn. Does not let it get back up after having been killed unlike Unholy Vigor.

Mark of Slaanesh: Sonic scream, gives it offensive/defensive grenades

Mark of Tzeench: flame weapons (if it has any) are +1 strength and -1 AP (heavy flamers are AP3... whaaaat)

New Information

You can change the shooty arm for a Power Fist. The power fist doesn't have an inbuilt weapon though so you can't get another flamer or meltagun on it. This upgrade is free.

The autocannon is low points cost, the butcher cannon is moderate, the lascannon is expensive and the twin-flamer is free.

It's also still crazed, but crazed works differently now.

If you get fire frenzy, you double shot at the closest enemy target, not closest target. Only if there are no enemies in range do you shoot a friendly target (twice). If nothing is STILL in range, you treat it as blood rage instead. (so upgrade your stuff to flamers and give it another power fist if you always want it ANGRY)

Blood Rage makes the Hellbrute have to move towards the closest target. Rolls 2d6 to run (pick the highest) and can charge, and must charge, the closest target within 12". (rolled as normal). If immobilized, you treat as a Fire Frenzy.

Dark Apostles make Blood Rage results more likely to happen if they are nearby (but you risk the albeit now unlikely fire frenzy to the face).

They're not infected with the same virus as Obliterators.

It's not a daemon, and does not have the daemon USR

The fluff entry also mentions that some Hell Brutes are not as mutated as others, and more closely resemble their dreadnought kin, but to make no mistake they are just as insane.

(So you can still use your old models if you have them. The hellbrute is just the evolution of the whole "style" for the new CSM, which is a lot less "space marine with spikes" and a lot more something unique).

UPD 18.09

The hellbrute is elite.

Chaos SM Troops

Basic CSM squads actually end up cheaper than a tactical squad if they take only 2 special weapons and their aspiring champion has bp/ccw.

It's possible, however, to clear 400 points on a 10 man squad with a transport.

There does seem to be a ton of possible army lists that can be built out of it though, and that's really exciting, but at the end of the day they're just marines and nothing has jumped off the page as 'wtf...OP' (yet)

There are no CSM squads that can combat squad.

Undivided armies are a lot cheaper than cult marines. A lot. Playing undivided gives you many more bodies.

CSM and Cultists are Troops

Cult units become troops with the right mark on your warlord.

No bonuses for Sacred numbers

No one comes with icons by default, cult troops get marks by default.

70 for 5, 14 for each additional marine.

Aspiring Champion is a 10 point upgrade.

Come with bolter/bp/ccw

For every 5 models in the squad you get a special weapon. If the squad is 10 or more, one model can exchange a flamer(5 pts) for a Heavy Bolter, meltagun(10 points) for an Autocannon or Missile Launcher or a plasmagun(15 points) for a Lascannon.

Marks range from 10-50 points, Icons range from 10-40 points.

Plague Marines

Plague Marines: 24pts each, Same as before now have Poison Assault Weapon

They are 120 for 5, + 24 for more.

Poisoned only in melee. Can throw their blight grenades to reduce enemy movement speed to 2d6 pick the highest, or if already rolling d6 for whatever reason (i.e. cover, charging) pick the lowest.

Plague marines are now poison in CC. Can throw blight grenades

Berzerkers

Zerkers: 19pts each, Chainaxe Str 4 Ap 4

Skull Champions can take collars that give the squad and any vehicle it's embarked in a 5+ DtW

khorne berserkers are AP 5

Berzerkers are 105+21/berzerker

berzerkers are 2 attacks, rage, furious charge, frag and krak grenades, bolt pistol / khornate weapon (ap5 in close combat).

They're 5 attacks at str5 ap5 each on the charge.

They can also upgrade to have chainfists in the form of 2 handed chain-axes.

5-20 in size.

1k Sons

1k Sons: 23pts each, Champion Mastery Level 1

Thousand Sons come with an Aspiring Sorcerer in their basic 5 before adding more Rubric marines.

150 points for 4 Rubric marines and 1 Aspiring Sorcerer, He gets a roll included..

Unit size 4-19. 20 points per Rubric. Still slow and purposeful, unless the sorcerer is alive then relentless.

Rubric marines are 1W, 4++

Thousand Son squads are rank 1

HQ sorcerer are rank 1, can be upgraded to 2.

Mark of Tzeench on an HQ is +1 (so you can upgrade all the way to rank 3)

There is a piece of wargear that lets you reroll up to your mastery in dice after you have rolled, but only each dice once.

Thousand sons are still relentless and still have ap 3 bolters.

UPDATE 13.09.2012 :

Thousand Sounds full squad is 20 Marines or 10 for half. 150 points gets you 4 sons and a Sorcerer. add more sons for 23 each. Sorcerer can take the boon of mutation ability (the one that gives him an extra roll on the chart at the beginning) for 10 points. he can also have meltabombs for 5 points, and you can buy an icon of flame for 15

Emperor Children

Noise Marines: 16pts each, Must still buy Sonic Weapons. Sonic Blaster 24″ inch Str 4 Ap5 Salvo, Ignores Cover, Blastmaster 25 pts assault 2 or heavy 1 blast same as before now with ignores cover, Doom Siren Same as before.

Noise marines are overall a little bit cheaper. Sonic Blasters are 36" salvo now. Aspiring champions have access to a whip that prevents enemies from denying challenges. Other weapons are the same

Chaos Cultists

Oh, and cultists are getting a plastic box of 10 that comes with 10 sets of auto pistol / ccw arms, 10 autoguns, 2 shotguns, 1 heavy stubber, 1 flamer, 1 grenade launcher, 1 icon (with several top options), 1 power axe, 1 power maul and a bunch of bits to put here and there (such as frag grenades and trophies). Only thing I didn't see was a power sword.

Cultists are 4 points each and come in squads of 10-30. They can have any combination of autoguns (str3 ap-) or auto pistol ccw (str 3 ap-)

They can take special weapons, but not heavy weapons.

they respond very well to dark apostles getting an extra benefit when one is in their unit.

Zombie cultists aren't scoring and cannot be joined by Characters (even with the mark of nurgle)

No traitor guard. Just cultists.

cultists cannot platoon, but you can take up to 30 of them in the first place.

Chaos Havocs

Havocs: 13pts each, 5-15pt drop for all special weapons from past edition, can buy Flak missiles

Havocs, CSM and chosen squads can take autocannons

Wargear

Demon Weapons: All Demon Weapons on a roll of 1 will attack user, but no longer will you lose the rest of your attacks.

Daemon Weapons are AP3 and pretty different now, you still wrestle with them. I think its a matter of preference.

Unique Chaos Power Axe: +2 str Ap2, Blinds Opponents, Gives Rage, Demon Weapon.

Unique Chaos Power Maul: AP4, Fleshbane, Demon Weapon, Any unsaved wounds causes instant death after toughness test is failed, in addition at the end of the assault phase any model with in 3″ must make another toughness test or take an AP1 wound.

Unique Chaos Power Sword: Ap3 Marked for Death, select any character get str x2 AP1 instant death when engaged with that character

Unique Chaos Flamer: Str 5 Ap3 Torrent, Soulblaze

Unique Icon: Once you kill a model the Icon unlocks and any model enemy model within 12″ must take Difficult and Dangerous Terrain tests and all friendly deep strikers don’t scatter.

Unique Spell Book: Gain Random powers every turn can possible hurt you as well

Attack Familiar: Two additional familiar attacks

Magic Familiar: Grants Random Spells

Chaos Iron Halo: 4+ invul can stack with MoT so that means 3+ invul

Flails: AP 2 Str 8 reduce WS of targets

Psychic Powers

Tzeentch: 4 powers only. Prime Power Random Str blast that keeps on exploding random hits for every dead model, 1-2 Roll on Big Chart re-roll spawn result, 3-4 Bolt of Tzeentch but how is a Beam, 5-6 Breath of Chaos

There are 2 debuff spells in Nurgle and Slaanesh, 2 buff spells in Slaanesh.

Psychic powers are rolled, not bought specifically

–Psychic Powers–

As can you expect each Chaos God gives their chosen Sorcerer access to their own set of spells. That allows you to pick from Basic Spells and the new ones for each God. If anyone was wondering Lash of Submission is gone.

Ok now that we got the basics out-of-the-way let us get to the good stuff

Fortifications

There are no new fortifications but there is a unique upgrade to fortifications.

Misc

don't know about upgrades being finecast. I know that there is intent to upgrade the basic CSM box to support all the cult troops to be able to achieve any of the weapon combinations from the entries (including everyone having soundblasters).

-NO Daemons in the Codex. (true, but allies FTW!)

–Daemons–

A good number of units in the CSM codex have this USR.

Raptors

Oblits

CC Oblit

Defilers

Demon Engines

Dragons

Possessed

Demon Prince

–It Will Not Die–

Wonder who was getting this new USR well you guessed it CSM is.

Dragons

Defilers

Demon Engines

–Demon Possessed–

Demon possessed just got a whole bunch cuter really. Instead of not being able to embark in demon possessed vehicles they now will only eat one of your guys and repair itself. Otherwise works the same way as before lose BS and ignore shaken and stunned, In addition some things get wargear automatically.

Dragons

Defliers

Demon Engines

–Challenges–

All CSM characters must always accept challenges

via Stickmonkey

plastic Chaos drop pod could be in the works, but tempered that by saying we probably wouldn't see it any time soon. Whether the kit is released soon or not, there could be a chance of the rules appearing in the Codex though

UPDATE 15.09.2012 : The pre-order for the 22nd is the new CSM battle force with rhino normal chaos marines and some cultists although I'm not sure about the numbers.

UPDATE 18.09 :

Well I have heard that the Forgefiend box does come with an alternate build.

The Helldrake may come with an alternate build too but I'm not getting my hopes up on that one.

UPDATE 2 :

Forgefiend has a shooty and a close combat variant in the same box.

Flyer comes with lots of options to build it visually different and aesthetics for particular gods, but it only has one rules loadout.

The ramming land raider is dropped.

The forgefiend is a CC demon engine, and there's a variant that's a a shooty variant with 2 butcher cannons and can take a heavy flamer and some other options.

One is dedicated CC, one is dedicated range, hellbrute is kind of half and half.

the Forgefiend is one codex entry you can make cc or shooty and it's heavy support.

Обновление от 19.09.2012

Фотографии : Арт Обложки кодекса, Форжфиенд, Темный Апостол, Рапторы, Врап Талоны, Колдун, Варпсмит, Хеллдрейк, Мутилаторы

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Цены, модели, пластик, файнкаст

Neither a new Abbadon nor a new kharne -for now-

The close combat obliterators (mutilators) are a finecast kit

There is a new finecast sorcerer (unimpressive) an a Dark Apostle (beyond awesome)

From the ForgeWorld News: There is a picture of Angron. The miniature.

BramGaunt on Warseer has mentioned that the codex cover is the same used on the Black Library book, "Blood Gorgons".

Dark Apostle, sorcerer, aspiring champion (new finecast): 15,50€

Warpsmith: 23€

Codex: 39€

Raptors/warp talons: 26€ (same as sanguinary guard)

Heldrake: 59€

Forgefiend/clawfiend: 52€

Mutilators: 41€ (3 finecast)

Obliterators and everything else thats metal goes finecast, that includes Death Guard and Thousand Sons.

the Codex cover artwork is the one that was already used by the BL "Blood Gorgons" Novel.

There are only 4 psychic powers per God, sadly.

If you upgrade your Demon prince to a specific god he gains hatred for the opposed chaos god

A posessed vehicle ignores stinned an shaken on 2+, but if a unit embarks you have to roll a D6 : on a roll of 1 you lose a random member if the squad and the vehicle regains 1hp

Obliterators can morph assault cannons

there a helldrake circling some Dark Angels on page 11. Angron is feature in all his glory on page 88-89

Обновление 2 от 19.09.2012

Фотографии : Варпсмит, Аспирин Чемпион, Чозены

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Напоминаю - обсуждение происходит тут

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Еще немного фотографий из WD (на немецком правда)

Темный Апостол, Колдун, Хеллдрейк ( вид сверху), Маулерфиенд, Наборы для предзаказа

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Информация о спецправилах, абилках, варгире, психосилах и прочем :

Armor:

Improvised Armor: 6+ Save

Powerarmor: 3+ Save

Terminator Armor: Same as loyalist

Fleshmetal: 2+ Armor

wargear:

Chaos Bike: SM Bike

Infernal Ammunition: AP3

Mechadrites: +2 A, includes 1 Meltagun and 1 Flamer

Plague Grenades: Mark of Nurgle only - Model carries Offensive and Defensive grenades

Seal of Corruption: 4+ Invulnerable Save

Jetpack

Gifts of Chaos

Aura of Dark Glory: 5+ Invulnerable Save

Gift of Mutation: Ahead of Deployment, roll once on the "Rewards of Chaos" table

Battle-familiar: Model gains 2 additional S4 AP- attacks

Wizard's familiar: Model may reroll failed Psychic tests

Warpblood: Everyime a model with Warpblood suffers an unsaved wound, the unit that caused this wound suffers 1 S3 AP4 hit. (it appears this is not limited to close combat)

Palanquin of Nurgle: Model gains +2 Wounds and +1 Attack and gets the Very bulky special rule

Bloodcrusher of Khorne: Model gains +1 Toughness, +1 Attack and +1 Wound and changes it's unit type to cavallery

Steed of Slaanesh: Model changes it's unit type to cavallery. It runs +3 inces. Gains accurate senses and Outflank special rule and is granted +1 attack

Disk of Tzeentch: Model changes it's unit type to Jetbike and gains +1 Attack

Icons of Chaos

All Icons grant +1 on Combat Resolution

Icon of Revenge: Unit is Fearless

Icon of Flames: Mark of Tzeentch Only: Boltguns, Heavy Boltguns and Bolt Pistols have the Soul Blaze Special Rule

Icon of Rage: Furious Charge, Unit may reroll Charge Distance

Icon of Despair: Mark of Nurgle only: Unit causes Fear

Icon of Ecess: Mark of Slaanesh Only: Unit gains Feel no Pain

Marks of Chaos

Mark of Khorne: Berserker, Counter-attack

Mark of Nurgle: +1 Toughness

Mark of Tzeentch: Invulnerable Saves improved by 1

Mark of Slaanesh: +1 Initiative.

Mark of Nurgle, Mark of Tzeentch, Mark of Slaanesh: If they are given to a psyker, he must chose at least 1 psychic power of the appendant dicipline.

Demonprince Upgrades

Demon of Khorne: Hatred (Demons of Slaanesh), Furious Charge

Demon of Slaanesh: Hatred (Demons of Khorne), Rending, Fleet of Foot, runs +3 inches

Demon of Nurgle: Hatred (Demons of Tzeentch), Slow and Purposefull, Shrouded

Demon of Tzeentch: Hatred (Demons of Nurgle), May Reroll all saves of 1

The Demon Prince is the only HQ choice with LD9. Everyone else got 10.

Also, he has WS9, BS5, S6, T5, W4, A5, I8. No Special Rules listed, and his save is - in the summary. I guess you can buy him stuff, though.

Psyker: May chose psyonic powers from pyromancy, biomancy or telepathy. If he's a demon of Nurgle, Slaanesh or Tzeentch he must chose at least 1 psycic power from the appendant dicipline.

Vehicle Upgrades:

Destroyer-Blades: Causes D6 S5 AP - hits while performing a Tank shock. If a Unit choses Death or Glory it suffers 2D6 hits instead

Warpflames: All ranged weapons have the Soul Blaze special rule

Whipping Tentacles: Every model suffers -1 attack for each whipping tentacle it has base contact to. (very strange wording here...)

Twin linked Boltgun: Duh.

Siege shield: Vehicle automatically passes dangerous terrain tests

Demon Engine: BS 3. Ignores Crew stunned and Crew shaken on rolls of 2+. When a unit embarks, roll a D6. On a roll of 1 you remove 1 random model as a casulty, and the vehicle regains 1 Hullpoint.

Magma-cutters. If a Maulerfiend with Magmacutters hits with at least one of it's attacks, it generates 1 extra attack. If it hits with all of it's attacks, it generates 2 additional attacks. These attacks have Initiative 1, S8, AP1 and armorbane.

Sonic Blaster: Enemy units within 6" may not perform defensive fire.

Special Rules

Obliterator Weapons: Kyborgs may chose one of the following weapons: Assault Canon, Heavy Flamer, Plasma Cannon

lasCannon, Multimelta, Twinlinked Flamer, TL Plasmagun or TL meltagun. All obliterators must chose the same weapon. They may not chose the same weapon twice in a row.

Mutilator Weapons: Pick one of the following at the start of any combat phase the mutilator is in close combat: Pair of: Lightning Claws, Chain Fists, Power Swords, Power Mauls. All Mutilators must pick the same weapon, and may not chose the same weapon two combat steps in a row.

Might of the Soulforge: Once per game, at the beginning of a shooting or close combat phase, a model may unleash the might of the Soulforge to reroll all failed to wound/armor penetration rolls. It suffers a glancing hit at a roll of 1 at the end of the phase.

Master of Machines: A Warpsmith may try to repair a friendly vehicle or curse an enemy vehicle.

repair: Needs to be in b2b or within the vehicle. On a roll of 5+ (4+ with mechadrites) he restores a hullpoint or removes one weapon destroyed/immobilized result.

Curse: Shooting attack: 18" range. If it hits, the enemy vehicles weapons have the 'gets hot' special rule.

Psychic powers

Discipline of Tzeentch

Primary Power: Flames of Tzeentch Witchfire, Focus 1

24", S5, AP-, Blast, Inferno (Inferno: Each unsaved wound causes an aditional D3 S3 AP - Hits)

1-2: Gift of Mutation: Blessing: Focus 1:

Friendly Character within 2" suffers a S4 AP-hit and ma roll on the "Rewards of Chaos" table

3-4: Bolt of Corruption: Beam, Focus1

18", S8, AP1, Detonation (If the target is an enemy vehicle and suffers a "Vehicle explodes" result the radius of the blast is 2d6 inches instead of D6 inches)

5-6: Odem of Chaos Witchfire, Focus 2

Template, S1, AP2, Poison (4+), corrosive. (corrosive: Vehicles hit suffer a glancing hit on a roll of 4+)

Discipline of Nurgle

Primary Power: Rot of Nurgle Witchfire, Focus 1

6", Assault D6+1, Poison (4+), S2 AP 5. No effect on models of Nurgle (yes, model of Nurgle is the actual wording.)

1-2: Weapon Virus: Curse, Fokus 1

Range 24". All ranged weapons in the enemy unit have the "gets hot" special rule

3-4: Plagued Present Curse, Fokus 1

Range 48". Enemy unit rolls a D3:

1: Corpsefliesinfestation: -1 attack, shrouded

2: muscular atrophy: -1 Strength, may not run

3: Liquifying Fever: -1 Strength and -1 toughness

5-6: Plagued Wind Fokus 2, Witchfier

12", S1, AP2, Assault 1, Blast (5"), Poison (4+)

Discipline of Slaanesh

Primary Power: Overload Witchfire, warp charge 1

24" S4 AP4 Assault 4, concussive, Blind, Pinning

1-2: hysterical frenzy Blessing, Warp Charge 1

Pick non-vehicle unit within 12" and roll a D3

1: +1 Initiative

2: +1 Strength

3: +1 Attack

3-4: Symphony of Pain Curse, Warp Charge 1

1 Enemy unit within 24 inches gets -1 BS and -1 WS. All ranged weapons directed at this unit get +1 Strength.

5-6: extatic wince Witchfire, warp charge 2

24": S: special, AP - Assault 1.

Every nonvehicle model in the enemy unit suffers 1 hit with its own strength.

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Еще пара БОЛЬШИХ картинок, убрал под спойлер, чемпион и варпсмит


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Обновление !!!

Превью-страницы кодекса картинки ЗДОРОВЕННЫЕ реально, сделал пока внешними ссылками

первая, альтернатива

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Таблица бросков Chaos Boon Table


Chaos Boon table (D66 pick 2d6, one is your tens and the other is your ones)
These all have names but I will leave you to find them out yourselves
You have to win a challenge to roll on this table
11-16 - Nothing
21-22 - Replace model with Chaos Spawn
23 - +1 Attack
24 - Eternal Warrior
25 - +1 Strength
26 - +1 BS
31 - +1 Initiative
32 - Return to full wounds, if unwounded gain +1 Wound
33 - +1 Toughness
34 - Shrouded
35 - Armour Save improves by 1
36 - Melee weapon has Fleshbane
41 - Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit
42 - Re-roll failed armour saves
43 - Melee attacks are Poisoned
44 - Crusader
45 - Hammer of Wrath
46 - Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1)
51 - Adamantium Will
52 - A ranged weapon has +1 Strength
53 - Hatred (Everything!)
54 - Shred
55 - Melee attacks have instant death
56 - +1 WS
61 - Stubborn
62 - Fleet
63 - Feel No Pain
64 - Roll another d3+1 on this table (re-rolling Spawnhood and Apotheosis)
65-66 - Replace model with Daemon Prince

Warlord Traits

1 - Friendly units within 12" of Warlord have Preferred Enemy (Space Marines)
2 - Melee weapons belonging to the Warlord and his unit have Soulblaze
3 - D3 infantry units may infiltrate (could this be new Creed???)
4 - Warlord and unit have hatred (everything!)
5 - Warlord causes Fear
6 - Warlord may re-roll Chaos Boons

Basic Chaos Marine

4 + Aspiring Champion 80 pts.
Each additional model +14 pts.
Units size: 5-20
Bolter, Bolt Pistol, CCW, Frag and Krak grenades
May take a special weapon for every 5 models in the squad.

meltagun +10 pts
plasmagun +15 pts

If the squad numbers 10 more, one model can exchange its special weapon:

Heavy bolter +10 pts
Autocannon / missile launcher +15 pts
Lascannon +20 pts

Апгрейдпаки, фото, состав и стоимость

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Iron Warriors - 5 helmets, 5 torsos, meltagun, lascan
Night Lords - 10 helmets, 10 shoulder pads, 1 power sword
Biker - meltagun, plasmagun, 3 helmets, power sword (that can't be right, there is more on the pic and it should be 15 pieces)
Thousand Sons - "bits for aspiring psyker and enough boltguns, helmets and torsi for 8 Marines"
Noise Marines - "bits for aspiring champion, a Blastmaster and a Sonic Blaster"
Noise Marine Weapons - 5 Sonic Blaster, 1 Blast Master
Prices in Euro for the upgrade sets are 11,50 Euros (Biker, Noise Marines 1&2, Iron Warriors / 10-15 pieces), 14,50 Euros for the Night Lords (21 pieces) and 17 Euros for the Thousand Sons (31 pieces)

Информация по предзаказу (что будет выпущенно в том числе)

Preorder next Saturday (22nd September), release 6th October.
Includes Codex, Helldrake, Forgefiend/Clawfiend, Raptors/Warp talons, Mutilators, Warpsmith, Dark Apostle, Sorcerer, Aspiring champion, psi cards, finecast Obliterators, Finecast upgrade packs (1k Sons, Nightlords, Iron Warriors, Noise Marines, Chaos Bike) plus several finecast recasts of CSM characters.

CSM Codex will also get a digital version in October (Ipad only as usual).


Статы fiends


WS BF S F S B I A HP
Fiends:
3 3 6 12 12 10 3 2 3
Defiler:
as before

But they got 5++ Save, It will not die and ignore shaken and stunned on a 2+ (source: battle report).

Beside that

New Weapons:
Ectogun 8/2 heavy 1 3" gets hot!
Witchfire-Flamer (?) 6/3 Template, Torrent
Hades-gun 8/4 heavy 4 pinning
Chainaxe user / ds 4


Профили оружия


Blastmaster:
36" 5/4 storm 2, ignores cover, pinning
48" 8/3 heavy 1, explosive (3"), ignores cover. pinning

sonic blaster:
24" 4/5 salvo 2/3, ignores cover
oh, Energiehammers are also on the list (but not for mutilators)

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Спецправила, психосилы, марки и иконы (фото)


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Изменено пользователем Добрая Пони Кхорна
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Dreadnought only got Crazed on a glancing or penetrating hit!

Spawn and Possessed roll for random abilities each turn, but....they are all useful!

Possesed:

D3

1 Reroll failed wound rolls.

2 CCW become AP3

3 +1 attack, +1 initiative

Chaos Spawn:

D3

1 4+ armor save

2 roll 2D6 pick the highest = number of attacks.

3 Poison 4+

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Различные "прочтения" страниц в WD

Base cost of the squad is just under a dollar.
Looks like 1 terminator champion and 2 terminators base, add more (up to 7 I think) Combi bolter, power weapon, terminator armor
Can replace power weapon with LC, Power fist, Chainfist. looks like a 5 point drop from current costs
Can replace combibolter with combiweapon. Same price as current Chaos terminators
Can take pair of lightning claws for looks like same cost as combiweapon.
One termi per 5 can take Heavy flamer or reaper autocannon
Terminator champion can take an option in bold that I cannot read.
Champion can take a gift of mutation
Unit can take a single mark for unreadable but looks like under 5 points per model
Unit can take an icon, ranging from 15 to 40 points
Unit can take veterans of the long war for looks like 3 points per model
Unit can take a chaos land raider as a dedicated transport.

---

The terminators are pretty standard. They now have the options for marks and icons, veterans of the long war, and champion can take mutations. Otherwise, they are sort of constrained by the Terminator kit they put out. If they took away options, they would have useless parts. If they added more weapon/wargear options, they would have to add new parts somehow.

These are the more generic units in the book. The terminators and chosen are basic veterans, not cult troops, and thus have a variety of abilities and wargear, but nothing too special. I'd bet that the page following this one covers the 4 cult troops.

As for the other unit entries,
Possessed are Vendetta price for base champion +4, can add more. Looks like bolt pistol CCW base.
Champion can take mutation
Marks plus Icons
Veterans of the Long War
Dedicated Rhino.

Mutilators look like rhino price for one, can add more
Marks
Veterans of the long war

Hellbrute- dreadnought price
multimelta and power fist base
can swap MM for reaper autocannon, TLLC, TLHB, Plasma cannon, extra powerfist
can swap power fist for thunder hammer or power scourge
can add combibolter or heavy flamer
Can add something that fires frag and krak missiles. Havoc launcher?

Chosen- 5 points less than a base squad of terminators for a champion +4 more. Can add more for looks like 1 point more than now
bolter, bolt pistol, CCW, frag and krak nades standard.
Up to five models (maybe? hard to read) may do the following:
replace bolt pistol with plasma pistol
replace ccw with power weapon, LC, or power fist
replace bolter, pistol, and ccw for pair of claws
One may upgrade to take the following
flamer
heavy bolter
meltagun
plasmagun
autocannon
lascannon
missile launcher
champion can replace a ranged weapon for a melee weapon on the wargear list (not sure about that one)
champion can take gift of mutation
champion can take melta bombs
marks and icon options
Veterans of the long war
Chaos rhino as dedicated.
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Страницы кодекса в WD


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Изменено пользователем Грустный Динозаврик Хаоса
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Начался долгожданный предзаказ

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Maulerfiend и Arihman


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Изменено пользователем Грустный Динозаврик Хаоса
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Q&A по хаосу правда странный, лучше ориентироваться на картинки и более точную инфу


Q : Do you know the options/points for the Havocs and Oblits? Thanks
A : Havocs 75pts for 4 + asp champ, weapons are more reasonably priced FLAKK MISSILES ARE 10PTS PER MODEL AND CAN BE TAKEN WITH FRAG AND KRAK. Oblits are 70pts

Q : What are the cost and options of the Thousand Sons and their attendant Sorcerer.
A : They're 150pts for 4 + sorcerer then 23pts each (up to 15 more). Sorcerer can take gift of mutation (allows boon table roll at start of game)

Q : Anything change with Fabius bile and also points on noise marines or any thing related to slannesh
A : Noise Marines are 95pts for 4 plus champ then 17pts each. Fabius has FNP, Rod inflicts Instant Death, Needler is Ass 5 poisoned 2+. Think he's 165pts

Q : 1 - plague marines - cost and do they have FNP ? 2 - choosen - any info that is possible ? 3 - dark apostole - what is he exactly doing ? 4 cultist - can they take mark, and what gear can champ take?
A : 1) 120pts then 24 each 2) Troops when you take abaddon, 90pts then 18pts. Too many options to list 3) Have to get back to you 4) Can take marks champ can have a shotgun that's it

Q : Does Ahriman automatically gain the 3 unit infiltrate like.the rumors said? Do tksons have any other weapon options? Can cult marines take icons of their god? Do chosen have any special rule other than lots of options like the old dex? Similar to loyalist special rules?
A : 1) Didn't see anything about that but might've missed it 2) Just boltgun with inferno bolts 3) CSM are a bit different now. Basic loadout is cheap. Tons of options and can take mark/icon from all 4 gods. Cult marines are all elites and have mark of their appropriate god. Some can take icons. 4) Nothing that special but 2 base attacks and access to a lot of stuff 5) HQ

Q : What can you tell about the Zombies? Are there other upgrades for Vehicles (the Fiends) besides the weapons and equipment which are already revealed? For example god-specific upgrades.
A : All cultists in a Typhus army can be zombies. Get fearless, FNP and S&P. Can't take any options and only count as having a single CC weapon. Only vehicle upgrades I saw were the ones already published in WD.

Q : I would like to know the wargear, special rules and options for berserkers. Thx!
A : Can all take a chain axe for +2pts. Champion can take anything from Melee or Ranged wargear list plus gift of mutation. Squad can have Veterans of the Long War which is hatred of all marines (including GK, BA, SW, etc).
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Q&A по хаосу, правда странный, там человек путается в показаниях, видимо по памяти. Так что лучше ориентируйтесь на фото


General
everything in the codex either had models or will have by the time the codex hits (from the current advance orders).

Veteran of the Long War is a chaos USR that gives Hatred: Space Marines this is defined as ALL space marine books e.g. SW, BA, GK, etc.

Single models carry the icon. So, yes, they can be sniped.

Icons require the specific Marks of Chaos

Lots of units can take gift of mutation for 10pts which allows a Boon table roll at the start of the game.

As far as I saw the only FOC manipulation is moving some of the elites to troops using marks for their relative gods

Sadly no legion material that I saw. You can theme things around particular gods if you like but otherwise it's only paint that'll set legions apart. Heresy books from FW do more than enough in that department though.

HQ
Marks for lords unlock the relevant elites to be troops e.g. khorne = berserkers.
Chaos Lords
Can chose from most sections of the wargear chart and can be a terminator. Main thing is that giving him a mark unlocks the elites for that particular god (e.g. noise marines for Slaanesh) as troops.

Then the lords can take a mark to make stuff troops if you don't want an SC to do the same. Nothing saying you can't have 2 lords with 2 different marks. Finally sorcerer with mark of tzeentch makes 1ks troops.

Dark Apostle
The Dark Apostle allows units within 6" to use his leadership of 10.
FOC is HQ no way to become elite, 105pts,
no sign of another model so only one model pose for this guy
cannot take terminator armour

Daemon Princes
WS9 BS5 S6 T5 W4 I8 A5 Ld9 5++ save that's before any upgrades of course.
There is a special table for Daemon Princes and what they get for their Marks:
Khorne - Furious Charge, Hatred (Daemons of Slaanesh)
Tzeentch - Reroll saving throw results of 1, Hatred (Daemons of Nurgle)
Nurgle - Shrouded, Slow and Purposeful, Hatred (Daemons of Tzeentch)
Slaanesh - Fleet, Rending, Run an Additional 3", Hatred (Daemons of Khorne)
Daemon princes are WS9 now at least so normal troops will be needing 5s in combat.
Prince doesn't use icons as far as I can tell. You can pick which god he belongs to and make him upto mastery level 3 psyker.

Sorcerors
Generate powers for free (Bio,Pyro,Telepathy). Don't think mark makes them high mastery. Can pay 25pts per level to make a sorcerer upto ML3.

Yes, they start at 60pts and can take wargear from a lot of different sections of the list. Can pay 25pts per level to increase their mastery rating. They can be terminators and take bio/pyro/telepathy as standard. Can take chaos rewards & artefacts.

sorcerer with mark of tzeentch makes 1ks troops.

Ahriman
Comes with boltgun with inferno bolts
His warlord trait allows D3 INFANTRY units to infiltrate.

Kharne
160pts, fearless, furious charge, mark of khorne

Abbadon
265pts. Chosen can be taken as troops. Can choose to either use Drach'nyen at +1S AP3 or Talon at x2S AP2 (both at full initiative). Gives preferred enemy space marines to every unit in 12"

Lucius the Eternal
Similar stuff. Lash reduces attacks and armour causes wounds when he passes saves. Gets a bonus in challenges that I can't remember. Statline is the same. Noise marines are troops in his army.

Elite
Beserkers
Can all take a chain axe for +2pts. Champion can take anything from Melee or Ranged wargear list plus gift of mutation.
Squad can have Veterans of the Long War which is hatred of all marines (including GK, BA, SW, etc)
Fearless, Furious Charge and Mark of Khorne (Counter Attack and Rage)
chain axes are AP4.
2 plasma pistols as before and still 15pts each.

Terminators
Usual options and 31pts base cost each.

Hellbrutes
When a hellbrute loses a hull point you roll a D3 and have to try and direct the effects to the model that caused the damage.

Roll a D3 in next movement phase. 1 = immobilised (temporary) but fire twice at unit that caused damage, 2 = recovers crew shaken/stunned then has Rage, 3 = recovers shake/stun and gets fleet & rage and must run if not within 12" of an enemy

Noise Marines
Noise Marines are 95pts for 4 plus champ then 17pts each.
Fabius has FNP, Rod inflicts Instant Death, Needler is Ass 5 poisoned 2+. Think he's 165pts
Sonic Blaster: 24" S4 AP5 Salvo 2/3, Ignore Cover

Blastmaster: Same as before but adds Ignore Cover

Plague Marines
1) 120pts then 24 each
2) 90pts then 18pts. Too many options to list
Plague Marines have feel no pain

Thousand Sons
They're 150pts for 4 + sorcerer then 23pts each (up to 15 more). Sorcerer can take gift of mutation (allows boon table roll at start of game)

Possessed
Possessed are 26pts each in squads of upto 20, Daemon (5++ save), fearless, fleet, 2 attacls base. and roll on D3 table 1. re-roll to wound, 2. ap3 attacks, 3. +1 attacks and initiative.

Chosen
2 base attacks and access to a lot of stuff

Mutilators
55pts each and can be in units of 3 maximum. Can take one of the marks of chaos. They're like obliterators but CC versions. 2 wounds, 2 base attacks, 2+ save and can deep strike.
Can chose from pair of chainfists, lightning claws, power axes, power mauls and power swords but not the same twice in a row.

Troops
Cultists
50 for first 10 and then 4 pts each for another 25 giving you 35 max in total.
50 points for 9 + champ and then 4pts for upto 25 more. One in every 10 can take flamer/stubber and champ can have a shot gun. Can take one of the four marks at 1 or 2 pts per model.

All can swap pistol for autogun for a point each. Then 1 in 10 can take heavy stubber/flamer and finally champ can have a shotgun.

All cultists in a Typhus army can be zombies. Get fearless, FNP and S&P. Can't take any options and only count as having a single CC weapon.

cultists can take a mark but not icons. Plague zombies are just special cultists so I would say they're scoring. With FNP and Fearless they'll be hard to shift from an objective in cover too!

Chaos Space Marines
Basic loadout is cheap. Tons of options and can take mark/icon from all 4 gods. Cult marines are all elites and have mark of their appropriate god. Some can take icons.

they only got only a boltgun and bolt pistol
these guys have are 13pts each but 15 if you want CC weapon for the extra attack whilst keeping the bolter.

Fast Attack
Heldrake
A Rule is called Meteoric Descent though and can take hades autocannon or baleflamer.
Hades is 4 shots at S8 AP4 though.

Chaos Bikes
70pts for 2 plus champ then 20 each
not sure where this goes......
there are god specific steeds than give different bonuses e.g. +2 wounds, +1 attack for Nurgle one

Warp Talons
Warp Talons seem like they'll be pretty good as they get a 5++ I think.
160pts for 4 plus champ then 30 each. Champ can take 2 gifts of mutation. All have a pair of lightning claws. Can't take icons only marks. Can't change weapons. Daemons rule gives them a 5++ save though so they're 3+/5++

Raptors
can take both marks and their appropriate icons.

Heavy Support
Havocs
Havocs 75pts for 4 + asp champ, weapons are more reasonably priced FLAKK MISSILES ARE 10PTS PER MODEL AND CAN BE TAKEN WITH FRAG AND KRAK

Obliterators
Oblits are 70pts
70 each (i.e. 5pts cheaper). Unit size of 3. Lose 1pt of Ld but otherwise same stats. Can take a mark.

Forgefiend
can basically have two hades or two ectoplasma cannons (S8 AP2 Blast) - 25 points more if you want two ecto cannons

Land Raider
Land raider is pretty much unchanged from previous book but is 230pts

Vehicles
Only vehicle upgrades I saw were the ones already published in WD.
Изменено пользователем Грустный Динозаврик Хаоса
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Спасибо за ссылку на обновление tpriest

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Изменено пользователем Грустный Динозаврик Хаоса
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http://darogscompany.blogspot.com/2012/09/blog-post_25.html

"тытс"

(Dark Apostle) Beseech the Dark Gods: Characters in the Dark Apostle's unit (included the Dark Apostle) may re-roll Chaos Boon rolls.

(Then, also the Dark Apostole has the rule Champion of Chaos).

(Dark Apostle) Demagogue: Friendly units from this codex within 6" must use the Dark Apostles' Leadership instead of their own.

(Warpsmith) Master of Mechanisms: Unless gone to ground or falling back, instead of firind in your Shooting phase, choose to

a) repair a friendly damaged vehicle or

b) curse a single enemy vehicle.

Repair: must be in base contact or embarked upon target. Roll a D6 (+1 with Mechadendrits). On a 5+, either restore a Hull Point, repair Weapon Destroyed or Immobilised

Curse: must be within 18" of target. Roll to Hit. If it Hits, the target's weapons Gets Hot until the end of its next turn

(Heldrake) Meteoric Descent: Vector Strike whilst Zooming at Strength 7.

(Warpsmith) Shatter Defences: After deployment, before Scout redeployments and Infiltrate moves, one piece of terrain in your opponent's deployment zone has its cover save decreased by one.

(Maulerfiend) Siege Crawler: move as Beast; +1 to armour penetrations rolls against buildings in close combat.

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