CSM codex!

    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".



    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    Each cult gets their own stuff. Khornie marines get blood frenzy
    (blood rage on a 1 or 2) along with +1 attack. Nurgle marines get
    true grit and +1 toughness. I'm blanking out on the others. Well,
    It's late and I'm tired so that's all for now. Feel free to ask
    questions, remember I got to spend 3 hours reading through it, and
    might just need a little statement to jog the memory.

    Daemon prince can have retinue of chosens unless he is monstrous
    creature (one of daemonic gifts) because in that case he works almost
    like tyranids monstrous creatures (and can't join any units).

    Daemon prince who is monstrous creature makes unit on his own and can
    be shoot at even when he is near friendly unit if there is LoS. But
    if he is so big, he has T5 at least (can have better T, but not for
    prupose of instant death).
    Iron Warriors can't have any daemons, but can have defiler (each
    legion can have this nice walker ).
    Chosen squads (taken as retinue or not) can have Land Raiders or
    Rhinos as transport. Each squad of CSM can have icon, but in case IW
    icons aren't so important coz they can't have daemons.
    And, yes there are icons in wargear .

    Chosen for each power is the same, differents are only made by mark
    which they bear(or skill).
    About slaaneshi troops, I say that: "naked" noise marine cost less
    than 20 pts. and he is not obligeted to have any sonic weapon.
    About fallens: I couldn't find them in dex, so....
    About wargear: it is so huge than there is no meaning in trying say
    something about it you must see it by your own otherwise you don't
    belive. There is almost everything you can imagine or wish.
    About IW (my army he,he): they can have Vindicator and Basilisk (not
    or ) and Defiler and Defiler

    Axe of Khorne is same as it used to be. And is not daemonic weapon.

    I think that NL can have more skills than any other legion. Normally
    squad can have mark and one skill, but first founding legions have
    usualy extra skill/skills which come from their fluff. NL can have 2
    from fluff and 1 normal so... Their better skill gives them +1 to
    cover save when in cover, but not for all types of units(eg. Termies
    are too big and bikers are also and..). Rest is as is used to be and
    that is in case all these legions (old rules + someting little
    shining and new )
    And yes raptors can have skill(only 1K sons,oblits, daemons and
    viehicels can't have skills)
    About Lucius fluff:
    He was (and is) marine of the EC legion, he liked fight and scars
    like fllagelant. He was killed once but Slaanesh liked him so his
    killer was transformed into Lucius. From thet time everyone who
    killed Lucius become Lucius if feel triumph (pleasure )when kill him
    (so maybe kill him and cry, he,he).
    Any army can have him if is 1500 pts. or more.

    Most from these skills are for free, but for few you must pay(I think
    first is for free, for second you must pay - but you can have few
    skills in squad so.... it is worth to pay )
    WE are "berzerker legion" and apart sacred number they have not any
    super skills/rules (as usual I would say "powerfull in fluff" but
    weak in rules). Cult marines usualy gets bonuses from their mark and
    there is no much more.

    Chosens (Khorne) are still there but without ignor wound rule. Now it
    is a wargear for characters/aspirings. But if you upgrade all chosens
    to aspirings you can buy them that wargear.

    Yes, fire frenzy looks some diffrent. Now you roll at the start of
    movement phase and if you roll 6 (fire frenzy)dred will not move at
    all but shoot twice from all weapons. Rest is the same.
    Ah, and shoot to own units only if there is not enemy in line of sight
    ( but I'm not sure what is if enemy is sighted but weapons haven't
    range - maybe in that case dred shoot to own side but this should be
    soon in FAQ's)

    For the Tzeentch stuff, the Thousand suns have the slow and
    pruposeful rule, so they are stationary with movement, and they don't
    get the +1 attack when charging, but they can charge from what I
    remember. You can have an upgrade with the unit, and the one power I
    remember is an 18" range S 8 AP 3 assault 1.

    Each power has it's own "book" in the back of the codex that outlines
    all the details and abilities of that god. That's where the specific
    weapons, etc. come from. I read a lot of them and don't remember much
    from each specific power.

    Beserkers have "heavy close combat weapons." I believe they can have
    one plasma pistol for each 5 beserkers.
    The Defiler battle cannon is move or shoot, just like other ordinence
    weapons.
    I believe the Iron Warriors can take furies.
    Veteran skills...
    Chosen can have multiple veteran skills. Regular space marines can
    only have one.
    The blast master still has 2 shots, but there is no variable
    strength. They are also only AP 4.

    I only looked at Alpha Legion and Word Bearers(my army.)
    Alpha Legion, they are the only ones that include cultists. Cultists
    are now just like guardsman for stats and points, but they come in
    squads between 10 and 20. Cultists are the only models that can carry
    icons. They CAN have daemons, but they must be brought in by the
    cultists.

    Word Bearers can have any daemons. They cannot have any units with a
    mark other than chaos undivided. You can only have one Dark Apostel
    and the Dark Crosius is a daemon weapon. Other than that, it's the
    same as in the white dwarf.
    Gifts of nurgle, the only other one I remember is the nurgling
    infestation, it adds D6 S3 attacks to the model.
    Chaos Lords are Base 3 attacks.

    Abbadon now costs 15 points more than before. He now has the mark of
    chaos ascendant. It's his own mark that contains all of the marks
    combined. He still has the daemon sword and the talon.

    Grimtuff pretty much covered the Nurgle guy.
    Don't remember anything about the Slaanesh special character...sorry.
    I believe the Plague Marines have blight grenades and plague knives.
    Yes you still have Lightning Claws as an option.
    I don't remember if it's cut and paste, it looked the same as it used
    to.
    Didn't get a chance to read any fluff.

    As I said, I believe they still have blight grenades. Now that you
    mention it, I don't think plague knives were even in the codex.
    plague swords were, but I don't think plague knives were. One other
    thing, chaos space marines all have close combat weapons and bolters
    or bolt pistols as their standard options.

    A reaper autocannon is the same as a regular autocannon, except it
    has 12" less range and it's twin linked.
    T 5 SV 2+/5+(chaos armor and daemonic aura)
    The Juggernaught is only available as a gift of khorne.
    Chaos marines have one wound and an Ld of 9. They also cost one point
    less than their Imperial counterparts.

    There is no plauge knifes anymore. B grenades are only as wargear.
    Bikers can't have mark of Nurgle.
    Basic 1K son cost 24 pts., basic PM cost 19 pts. Defiler have
    daemonic possesion (it is daemonic engine). Yes CSM can have bolter
    or b. pistol & ccw. There is many old and new vehicles upgr.
    Havoc ML works as before but isn't destroyed when you roll 1 to
    hit .Cost is I think the same and now blastmaster shoot in two ways
    (anti-troops or/and anti-tank)

    NL must pay for this skill (+1 cover safe) 1 pt per marine and 5pts.
    per indep. char.
    WB haven't any fluff skill and DG have True Grit(as all with mark of
    Nurgle).
    Alpha Legionaries can bear only Undivided mark, so they can't take
    berzerkers.

    And in NL fluff is that raptors often enslave furies (I wonder why?

    Raptors can't have mark of Slaanesh, so EC can't have them because
    all characters/units must have mark (of Slaanesh )
    Same thing is with:
    WE(Khorne) and havocs&raptors
    DG(Nurgle) and bikers&raptors
    1KS(Tzeentch) and bikers&raptors&havocs
    So as you can see cult legions are rather limited in choose of units.
    In wargear case mark decide(no other restrictions).

    2. obliterators are 70 pts but now have invunerable saves

    sorcerers have two wounds

    Models with other marks can take "undivide stuff" from wargear.
    MOCU cost 1pt per model for marines and aspirings (independents pay a
    bit more)

    überstzen tuts es slber bitte und bin ich lieb oder was :) :D
    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    Tja, vielleicht sollte man sich auch erst ein wenig auskennen, bevor man was schreibt...
    Ich für meinen Teil freue mich schon auf die Neuerungen von Chaos, schon alleine weil es endlich ein Codex und nicht hunderttausend ( leicht übertrieben ) WDs oder Kopien sind.

    Bleibt nur noch die Frage der Finanzierung....

    Franz
    Na wenn ich das so überfliege übertreibens die jetzt schon schön langsam mit den Sonderregeln.
    (Will nicht sagen das sie unfair sind, nur einfach schon zuviele).

    Und als Space Wolf Spieler sehe ich halt wieder mit einer Träne im Auge das eine weitere Besonderheit der Wölfe fällt und andere sie auch kriegen.

    True Grit haben ja auch schon andere, jetzt halt auch noch Chaos (Bald wird jeder Orden den Skill haben)

    Jetzt klauen sie auch noch die Wolfsgarde und geben sie als Choosen den Chaos.

    :)


    Join the Legion
    Voidlegion.at


    Be carefull when dealing with dragons, for you are crunchy and taste good with ketchup.
    Speziell für Tranced:

    Ich habs auch nicht gelesen. Also wird 40K Chaos jetzt so bärtig wie das von WHFB?


    Wenn du es nicht liest, dann spar Dir deine Kommentare. Danke.

    @Topic:
    True grit is etwas seltsam, gebe ich zu.
    Die Choosen sind ja nur so limitiert wie die Wolfsgarde, werden aber als Einheit aufgestellt.

    Also ich bin mir nicht so sicher was ich davon halten soll.

    Auf der einen Seite extrem viele Auf- und Ausrüstungsmöglichkeiten, speziell für Charaktere,aber auch für Einheiten, 1 Punkt weniger für Standard CSM.
    (Die Dämonenwaffen find ich absolut übertrieben, eine verdoppelt Attacken-Energiewaffe, eine +w6 Attacken Energiewaffe...... pfuh!)
    Cybot mit Kampfgeschütz ist auch "very Heavy"!

    Auf der anderen Seite hohe Punktkosten für Kult-Einheiten und Einschränkungen der Truppenauswahl für Kult Armeen.


    Bin hin und her gerissen zwischen Bart Codex und akzeptabel.

    Auf jeden Fall müssen die SM Codizes daraufhin angepasst werden.
    * Steirischer Meister 40k 2010
    * Ö. Meister 40k - 2003-2005
    * ÖMS 40k- Best General - 2005
    * 7x40k Tagesturnier 1.
    * "eine Gefahr für dieses Forum" <- Zitat Eusebio

    "Sicarius was imperious as he killed. He was ambition and arrogance, he was skill and courage personified, he was guile and reckless bravura. He was Ultramar."
    Original von ULTRAMAR
    Auf jeden Fall müssen die SM Codizes daraufhin angepasst werden.


    Na, ich glaube nicht, daß aufgrund eines Codex andere Codizes nachgebessert werden müssen. Immerhin haben "Wir" ja auch nette Optionen (Einheiten wie Deathwatch etc.) und eine sehr große Bandbreite an Flexibilität.

    Bin jedenfalls gespannt, wie sich alles nachher auf dem Spielfeld darstellt - aber auf Diskussionen wie "hui, sind die stark" oder "pfui, sind die schwach"... darauf habe ich nach all dem Tau- und Necrongemoser einfach keinen Nerv mehr... ;( ;)
    Cpt. Com. DAEMUS
    Komtur Deathblade Kompanie, Shadow Sword Chapter
    @daemus:es isteh immer das selbe..zuerst schreien alle weil zu stark,dann jammern sie weil so schwach und irgendwann wenn die armee dann kommt spielt man gegen sie und gewöhnt sich dran*g*
    ich erinner mich an den monolith,...welche angst jeder hatte.. dann kam irgendwer auf die idee mit den impulsminen und aus wars*ggg* :D

    @ultramar:wenn du den diphiler(oder so) meinst..was der wird weiß man noch net so genau... ein mittelding aus panzer,läufer,dämon und geschütz :)
    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    Hmm, also ich traue denen von GW voll und ganz!

    Mir ist bisher noch keine Armee bekannt, die so krass überzogen war, dass sie nicht mehr zu besiegen gewesen währe. Die GW-Leute wären ja auch schön dumm sowas rauszubringen, dann würden alle ja nur noch diese Armee spielen und sonst keine andere Armee mehr.

    Ich hab mit meinen DA jetzt 2 Spiele gegen Necrons gemacht, mit Monolith dabei, und das Teil ist meistens in der zweiten Runde Geschichte. Man muss sich halt auf den Gegner einstellen, dann klappts auch mit dem vernichten. Gegen 18 Laserkanonen auf dem Feld sieht jede Necronarmee alt aus. Wenn ich statt der 6 Laserkanonen für die Standards halt 6 Plasmakanonen nehmen würd, könnte ich noch schneller Necronkrieger schmelzen lassen.

    Genauso wirds mit CSM werden, einige Gemeinheiten sind dabei, aber wenn man einen Weg gefunden hat darauf zu antworten sind sie nicht weiter als ein weiteres strategisches Element, mit dem man umgehen muss.

    BTW:
    Meine Zweitarmee, die gerade im Entstehen begriffen ist ist eine CSM. Ich hoffe es werden viele Chaoskulte mit speziellen Regeln und Armeelisten wie bei den SP rausgebracht, das würde mich echt interessieren.

    Dass die Kultisten so einfach gestrichen worden sind, find ich schade ... wenn meine Nurgle-Kultisten schon bemalt wären, würd ich mich ziemlich ärgern :( Ansonsten hört sich das Ganze aber nach einer runden Sache an.

    Die Variationsmöglichkeiten werden offenbar sicher enorm sein, man wird dadurch nicht auf allzu ähnliche Chaos-Armeen stoßen ... die verschiedenen Legionen eröffnen ja jede Menge an Spielstilen. Und ob die Items wirklich derart überzogen sind, wird sich ja spätestens bei den Punktkosten zeigen :)

    Mal sehen, wie dieses neue Panzer-Dämonen-Läufer Dings wird, auf das bin ich auch schon ziemlich gespannt.

    mfg
    Alpha
    post_count++
    Alle Dämonenwaffen kosten 25+ Punkte und man muss Tests ablegen, ob sie den Träger schädigen, das geht schon.
    Der Defiler ist eine Monströse Kreatur mit Panzerung, also Melterbomben/Impulsminen immun...jedenfalls bis man ihn lahmlegt.
    Egal, was viele behaupten, er kann definitiv NICHT laufen und sein Geschütz abfeuern.


    EDIT:
    ...Mist falscher Smiley...:D