das ist KEIN gerücht bitte sehr!
tzeentch
No, they don't lose All is Dust. It just changes a little. They are
still 2 wounds, but lose the T5+ weapons immunity, so they can be
wounded with weapons of T4 or less.
But they can assault now! And they don't lose the shoot-as-if-
stationary power. So even if they are I1, they are still cool as an
ice cube.
And the Sons can take Chosen as Elites choices, rather than 0-1. And
these, unlike the Sons squads, can take the full range of weapons
(and spells). Normal Sons Squads can just have a Boltgun, though the
Sorceror can, IIRC, be equipped from wargear.
One thing I don't know is if the Sons Chosen are actually Sons, or
are mortal.
2. 1000sons can charge, but do not benefit from the +1 attack for
charging
...but even in open terrain roll how far they will go... ...(ah,
almost forgot- and never sweeping adwance).
Weapons for followers of Tzeentch are:
Chosen - no restriction (I think this mean that they are as any other
marked chosen unit)
Mark of Tzeentch can be for units or characters(+10pts.)
For independent characters, chosen & possessed CSM:
mark=sorcerer ability+automatic psychic test(each model in squad is a
sorcerer)
For CSM:
mark=sorcerer ability for aspiring champ. and Rubric Sign for rest of
the squad(they become Thousands Sons = fearless+ daemonic essence(+1W)
+slow & purposeful), models with mark of T may not take any veteran
skills.
Basic 1K son cost 24 pts.
Weapons for followers of Tzeentch are:
Chosen - no restriction (I think this mean that they are as any other
marked chosen unit)
CSM squads - only bolters unless they are Termos.
Typhus is rather expensive (almost as Abaddon) have termos armour lot
of little things, psychic powers of Nurgle and better nurgle's rot
(this men needs a doctor ). . He likes tours so he is called Herald
of Nurgle.
World Eaters: of course must have mark of Khorne, can have only
khornate daemons and vehicle upgrades (also undedicated) have old
sacred number rule. Favoured number ( it is still 8 )daemons packs
and daemonic beasts add +1 to summoning roll.
About Slaanshi troops: I think these guys (especially characters) are
the best in close combat (that should be khornate units but.. ).
First of all: mark of Slaanesh = fearless+warp scream(enemy in close
combat have -1I) and that is great. Give characters furious charge
skill and when you charge you are faster than genos .They have fine
stuff (many Ld reducing ) eg. combat drugs (not the same like DE
have). Rest is mainly the same as used to be (noise marines etc.)
Word Bearers are mostly the same as in IA but can't have cultist
units (only for Alpha Legion and they are changed) and only one
lord/lieutenant can be designated as a chaplain or dark apostle (must
have accursed crozius). Chaplain can have demagouge ability
Every thrid chosen termos can upgrade combi-bolter to reaper or heavy
flamer (20 and 15 pts.)
Kai gun is daemonic weapon and cost 25 pts.
CSM squad can have one special and one heavy weapon, but if no heavy
waepon is chosen then you can have second special weapon
Lucius the Etheral (The soulthief, Fulgrim's champion, Scion of
Chemos) is new special character, armies of 1500 pts. or more may be
led by him. His attack characteristic is rised (up to 5) when he is
in base contact with enemy whose WS is 5 or more, and it is lowered
(down to 2) when his opponent have WS 2 or less - funny special rule.
He use combat drugs (all Slaanesh characters can have them), demonic
weapon and 4+ inv. save.
Drugs for Slaaneshi characters don't incrase assault range. Effects
are:
- when charging through diff terrain you may roll extra dice
- + 1 WS
- + 1 S
- ignore first unsaved wound taken in this assault but not instant
death
- + 1 A
(lord can have 150 pts. of wargear, gifts etc.
True grit is only for model with mark of Nurgle (mark=fearless+true
grit+daemonic resilience)
Chosens (and other marines & characters) can have counter-attack or
furious charge or move trough cover or infiltrate or night vision or
siege specialists or skilled riders or tank hunters or ... enough!
New undivided mark give you chance to re-roll failed morale check. It
can be given to charactes or squad members (in this case all models
in squad must have the same mark).Model with mark can have up to one
veteran skill. Old veterans are replaced by chosens- they number in
army depends how many points army you field(1500 pts.=up to 20
chosens).They can be as lord/lieutnenant retinue or be an elite
choice. They can be also upgraded to terminators or aspiring
champions.
Kyborgs may attack, but don´t benefit from the the +1 attack rule.
just remembered the new dread rules.
The roll is done during the moventment phase. The only big change is
that if you roll a 6, you shoot twice at the nearest visible enemy
unit. If no enemy are visible, you target nearest friendly unit.
I briefly saw the Codex on thursday. All the previous rumours about
Nurgle marines are correct. The Scythe weapon is a daemon weapon, as
is the glaive of Khorne.
Plague Marines DO NOT have blight grenades, now they are for
characters only. However, when a character charges into combat, the
enemy unit is affected by the grenades, so overall the result is
pretty much the same. They cost 25 points.
Chosen CAN have terminator armour AND be given veteran skills! There
are certain restrictions - obviously terminator chosen cannot be
given the infiltration skill (as you would expect).
The Defiler is NOT Chaos Undivided only.
Alright guys, today at work our GW rep came to play some 40k and just
hang out. I was working and had to watch the sales area for 4 hours
today, 3 of which I was reading the new codex so, without further
adue...
New Weapons
There is a new weapon type. Deamon weapons. Whenever the wielder
kills someone with this weapon, they must take a Ld test or suffer
from the perils of the warp. That's from their trying to keep the
deamon that inhabits the weapon under control.
Each power has 1-2 deamon weapons of their own. Nurgle has a scythe
that gives D6 extra attacks each turn and is a two handed power
weapon. The Axe of Khorne is another. The beserker axe is a new one
for khorne, Double the number of base attacks for the model and
counts as a power weapon! There are other nifty ones for the other
powers, I just don't remember them all.
4 Undivided deamon weapons. Sword of Secrets anyone? One is a power
weapon that gives +2 strength to the wielder. One ignores
invulnerable saves, but not normal ones, as strange as that may
sound. One is a power weapon that you can use in the shooting phase
which uses the flamer template and everything touched takes a S 4 AP
3 hit. And lastly, the Storm Bolter on crack! It's S 6 AP 3.
New psychic powers, all of them great, I can only remember one
though. It turns one friendly or enemy model into chaos spawn on a D6
role of 4+! Sorcers can get familiars which give them an extra power,
so of the 4-5 powers(undivided) they'll get two or if they have a
mark, they can choose the powers of their god.
Chaos can now take almost any ability... Counter charge, true grit,
blood frency, and the list goes on. They are the veteran abilities
available to characters an chosen. More on that further down.
Chaos marks, If one model in a squad has a mark, they all have to
have the same mark. To join a squad, a character must bear the same
mark, or the mark of chaos undivided.
HQ
Chaos Lords
They may have up to 150(yes that's 150) points of wargear, no more
than 100 of which can be deamonic upgrades. You name it and there's
an upgrade for it. If the lord has more than 50 points in deamonic
upgrades, they are considered a deamon prince... Lords can become
sorcers, yada yada yada...
Chaos Lieutenants
1 they are NOT compulsary. You don't have to take them, even if you
have a chaos lord. They(along with aspiring champions) can have up to
75 points of wargear, no more than 50 of which can be deamonic
upgrades.
Greater Deamons
See last month's white dwarf.
Elites
Chosen
Chosen are the veteran space marines for chaos. You can have 10
chosen for every thoudand points, up to 40 chosen. Retinues for
lords/lieutenants/etc can be pulled from these. They can have
upgrades to terminators, champion terminators, or aspiring champions.
Champions have access to wargear, etc. Up to 20 chosen may form a
unit of their own. For every 3 chosen in power armor, they may have a
special/heavy weapon. Chosen also get to pick from the nifty chaos
veteran abilities.
Posessed
Automatically have a 5+ invulnerable and may chose one more deamonic
upgrade from the list for +X points.
Obliterators
Don't split off on their own. They form a squad of between 1 and 3.
They may have the following weapons. Lascannon, Missile Launcher(frag
only), Reaper Autocannon, Twin Linked, Plasma Gun, Twin Linked Melta-
Gun, Power Fist. They always count as stationary, and always strike
on I 1 in Hand to Hand combat. 2 wounds a piece, and cost about the
price of 5 marines - 5.
Troops
Chaos marines may have between 5 and 20 marines. They may have one
Heavy Weapon and one special weapon. If they don't take the heavy
weapon, they may have an extra special weapon. If you give them the
mark of a god, they become marines of that god.(i.e. Khorne
Beserkers, etc.)
NO CULTISTS!!!
Deamons
See last white dwarf with one minor change. The deamons must be
summoned next to a model with a chaos icon. Any model in any unit
with a mark can get an icon bearer for no extra cost.
Fast Attack
Raptors, a steal at the cost of an assault marine +1. They basically
are just that, assault marines that can disengage at will.
Deamonic beasts(see last white dwarf)
Bike squads cost 6 less than they used to, and are basically the same.
Heavy Support
Cut and paste loyalist land raider to the chaos land raider(even the
machine spirit with a new name)
Same with the predator.
Cut and paste the old dreadnaught.
Chaos Despoiler
Costs 2x the amount of a dreadnaught without the weapon upgrades.
It's S 8 WS 2 F 12 S 12 R 10 monsterous creature. It has a reaper
autocannon, a heavy flamer and a battlecannon. All upgradeable, most
importantly, the battlecannon may be given indirect fire for 25
points, it's range goes to 30"-60".
tzeentch
No, they don't lose All is Dust. It just changes a little. They are
still 2 wounds, but lose the T5+ weapons immunity, so they can be
wounded with weapons of T4 or less.
But they can assault now! And they don't lose the shoot-as-if-
stationary power. So even if they are I1, they are still cool as an
ice cube.
And the Sons can take Chosen as Elites choices, rather than 0-1. And
these, unlike the Sons squads, can take the full range of weapons
(and spells). Normal Sons Squads can just have a Boltgun, though the
Sorceror can, IIRC, be equipped from wargear.
One thing I don't know is if the Sons Chosen are actually Sons, or
are mortal.
2. 1000sons can charge, but do not benefit from the +1 attack for
charging
...but even in open terrain roll how far they will go... ...(ah,
almost forgot- and never sweeping adwance).
Weapons for followers of Tzeentch are:
Chosen - no restriction (I think this mean that they are as any other
marked chosen unit)
Mark of Tzeentch can be for units or characters(+10pts.)
For independent characters, chosen & possessed CSM:
mark=sorcerer ability+automatic psychic test(each model in squad is a
sorcerer)
For CSM:
mark=sorcerer ability for aspiring champ. and Rubric Sign for rest of
the squad(they become Thousands Sons = fearless+ daemonic essence(+1W)
+slow & purposeful), models with mark of T may not take any veteran
skills.
Basic 1K son cost 24 pts.
Weapons for followers of Tzeentch are:
Chosen - no restriction (I think this mean that they are as any other
marked chosen unit)
CSM squads - only bolters unless they are Termos.
Typhus is rather expensive (almost as Abaddon) have termos armour lot
of little things, psychic powers of Nurgle and better nurgle's rot
(this men needs a doctor ). . He likes tours so he is called Herald
of Nurgle.
World Eaters: of course must have mark of Khorne, can have only
khornate daemons and vehicle upgrades (also undedicated) have old
sacred number rule. Favoured number ( it is still 8 )daemons packs
and daemonic beasts add +1 to summoning roll.
About Slaanshi troops: I think these guys (especially characters) are
the best in close combat (that should be khornate units but.. ).
First of all: mark of Slaanesh = fearless+warp scream(enemy in close
combat have -1I) and that is great. Give characters furious charge
skill and when you charge you are faster than genos .They have fine
stuff (many Ld reducing ) eg. combat drugs (not the same like DE
have). Rest is mainly the same as used to be (noise marines etc.)
Word Bearers are mostly the same as in IA but can't have cultist
units (only for Alpha Legion and they are changed) and only one
lord/lieutenant can be designated as a chaplain or dark apostle (must
have accursed crozius). Chaplain can have demagouge ability
Every thrid chosen termos can upgrade combi-bolter to reaper or heavy
flamer (20 and 15 pts.)
Kai gun is daemonic weapon and cost 25 pts.
CSM squad can have one special and one heavy weapon, but if no heavy
waepon is chosen then you can have second special weapon
Lucius the Etheral (The soulthief, Fulgrim's champion, Scion of
Chemos) is new special character, armies of 1500 pts. or more may be
led by him. His attack characteristic is rised (up to 5) when he is
in base contact with enemy whose WS is 5 or more, and it is lowered
(down to 2) when his opponent have WS 2 or less - funny special rule.
He use combat drugs (all Slaanesh characters can have them), demonic
weapon and 4+ inv. save.
Drugs for Slaaneshi characters don't incrase assault range. Effects
are:
- when charging through diff terrain you may roll extra dice
- + 1 WS
- + 1 S
- ignore first unsaved wound taken in this assault but not instant
death
- + 1 A
(lord can have 150 pts. of wargear, gifts etc.
True grit is only for model with mark of Nurgle (mark=fearless+true
grit+daemonic resilience)
Chosens (and other marines & characters) can have counter-attack or
furious charge or move trough cover or infiltrate or night vision or
siege specialists or skilled riders or tank hunters or ... enough!
New undivided mark give you chance to re-roll failed morale check. It
can be given to charactes or squad members (in this case all models
in squad must have the same mark).Model with mark can have up to one
veteran skill. Old veterans are replaced by chosens- they number in
army depends how many points army you field(1500 pts.=up to 20
chosens).They can be as lord/lieutnenant retinue or be an elite
choice. They can be also upgraded to terminators or aspiring
champions.
Kyborgs may attack, but don´t benefit from the the +1 attack rule.
just remembered the new dread rules.
The roll is done during the moventment phase. The only big change is
that if you roll a 6, you shoot twice at the nearest visible enemy
unit. If no enemy are visible, you target nearest friendly unit.
I briefly saw the Codex on thursday. All the previous rumours about
Nurgle marines are correct. The Scythe weapon is a daemon weapon, as
is the glaive of Khorne.
Plague Marines DO NOT have blight grenades, now they are for
characters only. However, when a character charges into combat, the
enemy unit is affected by the grenades, so overall the result is
pretty much the same. They cost 25 points.
Chosen CAN have terminator armour AND be given veteran skills! There
are certain restrictions - obviously terminator chosen cannot be
given the infiltration skill (as you would expect).
The Defiler is NOT Chaos Undivided only.
Alright guys, today at work our GW rep came to play some 40k and just
hang out. I was working and had to watch the sales area for 4 hours
today, 3 of which I was reading the new codex so, without further
adue...
New Weapons
There is a new weapon type. Deamon weapons. Whenever the wielder
kills someone with this weapon, they must take a Ld test or suffer
from the perils of the warp. That's from their trying to keep the
deamon that inhabits the weapon under control.
Each power has 1-2 deamon weapons of their own. Nurgle has a scythe
that gives D6 extra attacks each turn and is a two handed power
weapon. The Axe of Khorne is another. The beserker axe is a new one
for khorne, Double the number of base attacks for the model and
counts as a power weapon! There are other nifty ones for the other
powers, I just don't remember them all.
4 Undivided deamon weapons. Sword of Secrets anyone? One is a power
weapon that gives +2 strength to the wielder. One ignores
invulnerable saves, but not normal ones, as strange as that may
sound. One is a power weapon that you can use in the shooting phase
which uses the flamer template and everything touched takes a S 4 AP
3 hit. And lastly, the Storm Bolter on crack! It's S 6 AP 3.
New psychic powers, all of them great, I can only remember one
though. It turns one friendly or enemy model into chaos spawn on a D6
role of 4+! Sorcers can get familiars which give them an extra power,
so of the 4-5 powers(undivided) they'll get two or if they have a
mark, they can choose the powers of their god.
Chaos can now take almost any ability... Counter charge, true grit,
blood frency, and the list goes on. They are the veteran abilities
available to characters an chosen. More on that further down.
Chaos marks, If one model in a squad has a mark, they all have to
have the same mark. To join a squad, a character must bear the same
mark, or the mark of chaos undivided.
HQ
Chaos Lords
They may have up to 150(yes that's 150) points of wargear, no more
than 100 of which can be deamonic upgrades. You name it and there's
an upgrade for it. If the lord has more than 50 points in deamonic
upgrades, they are considered a deamon prince... Lords can become
sorcers, yada yada yada...
Chaos Lieutenants
1 they are NOT compulsary. You don't have to take them, even if you
have a chaos lord. They(along with aspiring champions) can have up to
75 points of wargear, no more than 50 of which can be deamonic
upgrades.
Greater Deamons
See last month's white dwarf.
Elites
Chosen
Chosen are the veteran space marines for chaos. You can have 10
chosen for every thoudand points, up to 40 chosen. Retinues for
lords/lieutenants/etc can be pulled from these. They can have
upgrades to terminators, champion terminators, or aspiring champions.
Champions have access to wargear, etc. Up to 20 chosen may form a
unit of their own. For every 3 chosen in power armor, they may have a
special/heavy weapon. Chosen also get to pick from the nifty chaos
veteran abilities.
Posessed
Automatically have a 5+ invulnerable and may chose one more deamonic
upgrade from the list for +X points.
Obliterators
Don't split off on their own. They form a squad of between 1 and 3.
They may have the following weapons. Lascannon, Missile Launcher(frag
only), Reaper Autocannon, Twin Linked, Plasma Gun, Twin Linked Melta-
Gun, Power Fist. They always count as stationary, and always strike
on I 1 in Hand to Hand combat. 2 wounds a piece, and cost about the
price of 5 marines - 5.
Troops
Chaos marines may have between 5 and 20 marines. They may have one
Heavy Weapon and one special weapon. If they don't take the heavy
weapon, they may have an extra special weapon. If you give them the
mark of a god, they become marines of that god.(i.e. Khorne
Beserkers, etc.)
NO CULTISTS!!!
Deamons
See last white dwarf with one minor change. The deamons must be
summoned next to a model with a chaos icon. Any model in any unit
with a mark can get an icon bearer for no extra cost.
Fast Attack
Raptors, a steal at the cost of an assault marine +1. They basically
are just that, assault marines that can disengage at will.
Deamonic beasts(see last white dwarf)
Bike squads cost 6 less than they used to, and are basically the same.
Heavy Support
Cut and paste loyalist land raider to the chaos land raider(even the
machine spirit with a new name)
Same with the predator.
Cut and paste the old dreadnaught.
Chaos Despoiler
Costs 2x the amount of a dreadnaught without the weapon upgrades.
It's S 8 WS 2 F 12 S 12 R 10 monsterous creature. It has a reaper
autocannon, a heavy flamer and a battlecannon. All upgradeable, most
importantly, the battlecannon may be given indirect fire for 25
points, it's range goes to 30"-60".
GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.