Summary of all the current Chaos info
Posted: Mon May 28, 2007 10:51 pm
Here ya go. Thanks to the gents on Warseer:
Generic Points:
- Daemon summoning to remain basically the same
- All daemonic gifts are gone
- most god specific wargear is gone
- Veteran skill upgrades are gone
- books of chaos are gone
- no special rules for any specific legion
- Marks/Icons work as follows Khorne +1A, Tzeentch 5+ invul save or +1 to existing invul save, Slaanesh +1I, Nurgle +1T. The units which can take them are identified as such below.
- Daemon weapons are generic, simply give +1S and +D6 attacks, but if a 1 is rolled something bad happens
- there may be "upgrades" to the basic daemon weapons for the 4 specific gods, but that is a discrepancy between 2 sources
- daemonic steeds do exist, simply giving IC's which are given them stat bonuses. A juggernaught of Khorne gives the character +1S and +1A, but he takes up 2 spots in a land raider. Others include tzeentch discs, steeds of slaanesh, and nurgle palanquins
- most troops come with a bolter, bolt pistol, ccw, and frag and krak grenades as standard (yes, all of those)
- Rhinos reduced in points cost, as in the Dark Angels codex.
NOTE: there are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.
HQ
Lord
- comes with daemonic aura as standard
- can be marked
Sorcerer
- can be marked,
- there is one god specific psychic power for each god (except Khorne) and many of the existing psychic powers remain
- new power 'warp time' allows re-rolls to hit and to wound in close combat
- nurgles rot acts like a pandemic staff
- bolt of change is AP1
Daemon prince
- may be marked
- may have pychic powers
Generic Greater Daemon
- does not take HQ slot
- does not fly
- CANNOT be marked
Typhus
- has the nurgles rot power without a psychic test
- has daemon weapon that is also a force weapon
Abaddon
-Talon/Drachn'yen now one weapon. Counts as a Daemon weapon (DW's are a generic weapon now, all grant +D6 attacks and +1S, but if a 1 is rolled you cannot attack) but it doubles his Strength and you can re-roll failed hits and wounds.
Arihman
- can use 3 psychic powers a turn including force staff
- knows all the chaos psychic powers except the god-specific Slaanesh and Nurgle powers
Kharn
- more or less the same as he is in the current dex except:
- gorechild has 2D6 penetration vs. vehicles
- he's immune to all psychic powers.
- WS 8? maybe?
Lucious
Fabius Bile
Huron Blackheart
-Tyrant's claw is a powerfist with built in heavy flamer.
-Hamadyra grants him the "Warp Time" psychic power (WT allows you to re-roll all failed hits and wounds in HTH)
ELITE
Possessed
- have a randomly generated ability (nothing, fleet, power weapons, furious charge, rending, feel no pain)
Terminators
- one reaper autocannon
- may all be upgraded to aspiring champions with +1A
- can be marked
- squads can be 3+ models
Chosen
- only unit with infiltrate
- can be marked
- many options, a bit like DA's Veterans
Dreadnoughts
- may be given 2ccw
- frenzy table still exists but is slightly changed
TROOPS
Chaos space marines
- can be marked
- min size need for some weapon upgrades
- aspiring champion limited to basic wargear upgrades (PW, PF, PP)
Khorne Beserkers
- have the +1A over normal marines, WS5 and furious charge
- no bloodfrenzy or chainaxes
Plague Marines
- +1T, blight grenades, feel no pain
Noise Marines/Emperors children
- +1I and access to sonic weapons
- doomsiren AP3
- blastmaster on max power is a small blast krak missile
Thousand Sons
- slow and purposeful on 1 dice
- AP 3 bolters (inferno bolts)
- 4+ invul save
- only 1 wound
- sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
Generic Lesser Daemons
- do not take up a troop slot
- CANNOT take marks
FAST ATTACK
Raptors
- no more hit and run
- can be marked
- price reduced
Spawn
- may be beasts/cavalry
- do NOT take up a Fast Attack slot
NO Daemon beast units
Bikers
- can be marked
HEAVY SUPPORT
Obliterators
- CANNOT be marked (heard somewhere on the net, highly contested)
- S and T 4
- no longer 0-1
- possibly lose power fists for power weapons (contested)
- possibly only access energy weapons, not ballistic weapons (ie lascannons but not bolters)
Vindicator
- currently highly contested between two sources
Land Raider
Predator
Defiler
- no more indirect fire
- WS3
- can trade in some of its shooting weapons for more CCW having up to 6A
- can be given fleet (probably it will be a default upgrade)
Havocs
- Can be marked
Generic Points:
- Daemon summoning to remain basically the same
- All daemonic gifts are gone
- most god specific wargear is gone
- Veteran skill upgrades are gone
- books of chaos are gone
- no special rules for any specific legion
- Marks/Icons work as follows Khorne +1A, Tzeentch 5+ invul save or +1 to existing invul save, Slaanesh +1I, Nurgle +1T. The units which can take them are identified as such below.
- Daemon weapons are generic, simply give +1S and +D6 attacks, but if a 1 is rolled something bad happens
- there may be "upgrades" to the basic daemon weapons for the 4 specific gods, but that is a discrepancy between 2 sources
- daemonic steeds do exist, simply giving IC's which are given them stat bonuses. A juggernaught of Khorne gives the character +1S and +1A, but he takes up 2 spots in a land raider. Others include tzeentch discs, steeds of slaanesh, and nurgle palanquins
- most troops come with a bolter, bolt pistol, ccw, and frag and krak grenades as standard (yes, all of those)
- Rhinos reduced in points cost, as in the Dark Angels codex.
NOTE: there are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.
HQ
Lord
- comes with daemonic aura as standard
- can be marked
Sorcerer
- can be marked,
- there is one god specific psychic power for each god (except Khorne) and many of the existing psychic powers remain
- new power 'warp time' allows re-rolls to hit and to wound in close combat
- nurgles rot acts like a pandemic staff
- bolt of change is AP1
Daemon prince
- may be marked
- may have pychic powers
Generic Greater Daemon
- does not take HQ slot
- does not fly
- CANNOT be marked
Typhus
- has the nurgles rot power without a psychic test
- has daemon weapon that is also a force weapon
Abaddon
-Talon/Drachn'yen now one weapon. Counts as a Daemon weapon (DW's are a generic weapon now, all grant +D6 attacks and +1S, but if a 1 is rolled you cannot attack) but it doubles his Strength and you can re-roll failed hits and wounds.
Arihman
- can use 3 psychic powers a turn including force staff
- knows all the chaos psychic powers except the god-specific Slaanesh and Nurgle powers
Kharn
- more or less the same as he is in the current dex except:
- gorechild has 2D6 penetration vs. vehicles
- he's immune to all psychic powers.
- WS 8? maybe?
Lucious
Fabius Bile
Huron Blackheart
-Tyrant's claw is a powerfist with built in heavy flamer.
-Hamadyra grants him the "Warp Time" psychic power (WT allows you to re-roll all failed hits and wounds in HTH)
ELITE
Possessed
- have a randomly generated ability (nothing, fleet, power weapons, furious charge, rending, feel no pain)
Terminators
- one reaper autocannon
- may all be upgraded to aspiring champions with +1A
- can be marked
- squads can be 3+ models
Chosen
- only unit with infiltrate
- can be marked
- many options, a bit like DA's Veterans
Dreadnoughts
- may be given 2ccw
- frenzy table still exists but is slightly changed
TROOPS
Chaos space marines
- can be marked
- min size need for some weapon upgrades
- aspiring champion limited to basic wargear upgrades (PW, PF, PP)
Khorne Beserkers
- have the +1A over normal marines, WS5 and furious charge
- no bloodfrenzy or chainaxes
Plague Marines
- +1T, blight grenades, feel no pain
Noise Marines/Emperors children
- +1I and access to sonic weapons
- doomsiren AP3
- blastmaster on max power is a small blast krak missile
Thousand Sons
- slow and purposeful on 1 dice
- AP 3 bolters (inferno bolts)
- 4+ invul save
- only 1 wound
- sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
Generic Lesser Daemons
- do not take up a troop slot
- CANNOT take marks
FAST ATTACK
Raptors
- no more hit and run
- can be marked
- price reduced
Spawn
- may be beasts/cavalry
- do NOT take up a Fast Attack slot
NO Daemon beast units
Bikers
- can be marked
HEAVY SUPPORT
Obliterators
- CANNOT be marked (heard somewhere on the net, highly contested)
- S and T 4
- no longer 0-1
- possibly lose power fists for power weapons (contested)
- possibly only access energy weapons, not ballistic weapons (ie lascannons but not bolters)
Vindicator
- currently highly contested between two sources
Land Raider
Predator
Defiler
- no more indirect fire
- WS3
- can trade in some of its shooting weapons for more CCW having up to 6A
- can be given fleet (probably it will be a default upgrade)
Havocs
- Can be marked