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Made in ca
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Hello I am the poster of the leaks on B&C.
Made in ca
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Nothing new as of yet, as for my source I've already mentioned some info on B&C. Found him on reddit leaking info about the eldar codex, looked through his history and discovered he had been leaking tidbits as comments in different posts for the past 5 months... and following the massive leak of validated info on codex eldar, all his comments were true. We only communicate by reddit chat.


Automatically Appended Next Post:
 Gadzilla666 wrote:
 clockworkchris9 wrote:
Hello I am the poster of the leaks on B&C.

Greetings! Welcome to dakka, though I see you're not exactly new, but just not a frequent poster here. You're going to be absolutely bombarded with questions. Let me start!

1: Can you possibly elaborate on "Unmarked units gain some support from stratagems and renegade traits"? Does that mean that there are specific custom traits that benefit Unmarked units? Or can they gain those traits similar to how Chosen can, only by paying points instead of for free like Chosen?

2: Your source said that the Night Lords trait doesn't stack. Is it possible that only applies to the +1CA, and the leadership debuff does stack? Because if it doesn't, it will be useless against many factions.

My apologies for being so forward, but I've been dying to get a chance to ask you these questions.

@Daedalus: It's assumed that the "1 model in 5 can exchange their Combi-Bolter for an additional Accursed Weapon" is the lighting claws.


1: I asked and chosen gaining an extra trait is the only unit in the codex that can do that, its my opinion that this ability is equivalent to the veteran skills from codex 3.5.
2: Yup it is non stacking, but that isnt so much and issue when you think about it. Most units and vehicules are LD 8 and below (almost all drukhari units, a lot of space marine units have LD8 (apart from elites and HQ with ld9), nids have terrible LD, guard as well. things that have good LD usually have either low model count (custodes who we kill through volume of attacks) or swarm (necrons, its easier to drop them to half strength) anything LD 9 like most hqs or thing like imperial knights, a NL raptor can easily tag it.

Personnaly I am hoping to get the DG stratagem for -4LD on terminators.

And no problem ask away, no one in my entourage plays CSM so the forums have been the best place to share these, reddit/facebook/4chan have been a cesspool.

LC in chosen or terminator squads are accursed weapons from what I understand.

This message was edited 2 times. Last update was at 2022/02/03 04:02:03


 
Made in ca
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 Sasori wrote:
 clockworkchris9 wrote:
Hello I am the poster of the leaks on B&C.


Welcome, appreciate you stopping by and answering questions, even if I don't like the answer to some of them!

My main question is what kind of support is there for Daemon Engines in the book? Is Daemonforge still in? Does it do the same thing?



Ill ask for daemonforge, but I was told that warpsmiths and disco lords were pretty much the same.
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drbored wrote:
 clockworkchris9 wrote:
 Sasori wrote:
 clockworkchris9 wrote:
Hello I am the poster of the leaks on B&C.


Welcome, appreciate you stopping by and answering questions, even if I don't like the answer to some of them!

My main question is what kind of support is there for Daemon Engines in the book? Is Daemonforge still in? Does it do the same thing?



Ill ask for daemonforge, but I was told that warpsmiths and disco lords were pretty much the same.


Thanks for sharing what you've found and being a line of communication to the person leaking the stuff.

Is there any way you can ask about Chaos Bikers? They were rumored as a unit getting an updated kit (alongside Possessed and Cultists). I'd be really curious to see if their rules have changed at all.


Already asked for that one, but no info yet. I am very interested in seeing what there rules will be, seeing that if all this info is true, CSM has no more pure shooting unit for special weapons spam.
Made in ca
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drbored wrote:
 clockworkchris9 wrote:
drbored wrote:
 clockworkchris9 wrote:
 Sasori wrote:
 clockworkchris9 wrote:
Hello I am the poster of the leaks on B&C.


Welcome, appreciate you stopping by and answering questions, even if I don't like the answer to some of them!

My main question is what kind of support is there for Daemon Engines in the book? Is Daemonforge still in? Does it do the same thing?



Ill ask for daemonforge, but I was told that warpsmiths and disco lords were pretty much the same.


Thanks for sharing what you've found and being a line of communication to the person leaking the stuff.

Is there any way you can ask about Chaos Bikers? They were rumored as a unit getting an updated kit (alongside Possessed and Cultists). I'd be really curious to see if their rules have changed at all.


Already asked for that one, but no info yet. I am very interested in seeing what there rules will be, seeing that if all this info is true, CSM has no more pure shooting unit for special weapons spam.


Yeah, that's true and weird, since if Terminators and Chosen can only take what's in their boxes, then they can't really spam any particular weapon, they're always paying the 'bolter tax'. Meanwhile, Space Marines and many other factions have multiple kinds of 'special weapons' units that can take all one of something...


either bikers are going to be insane shooting wise or CSM might be the faction to rock vehicules. The legion traits and super doctrines as well as standard doctrine really boost them alot.
Made in ca
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Guys this has already been stated to be a leak that i myself cannot validate, could we stop posting that we need to take this with salt and that you dont believe it or that you have doubts. Its redundant and serves no purpose, instead lets just talk about our opinions on the actual leaks.
Made in ca
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New info

Helbrutes cannot have icons (i am guessing it is the same for daemonic gifts)

Chaos terminator sorcerer now has a familiar

Csm troops can now purchase a book that makes the unit a psychic unit. Also they can have a 2 handed chainaxe option (im asking what it does and the rest of their loadout)
Made in ca
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 GaroRobe wrote:
Assuming the leaks are accurate and they have the codex, can't the leaker leak the upcoming units? We know new chaos models are coming so they should be in the new codex


What other units are there, he already leaked the new cultist stuff and the chosen, possessed. All that is missing is bikers, and hes bot willing to give me thst info yet.


Automatically Appended Next Post:
 Jack Flask wrote:
 clockworkchris9 wrote:
New info

Helbrutes cannot have icons (i am guessing it is the same for daemonic gifts)

Chaos terminator sorcerer now has a familiar

Csm troops can now purchase a book that makes the unit a psychic unit. Also they can have a 2 handed chainaxe option (im asking what it does and the rest of their loadout)


Is the book a MoT only thing or can Nurgle and Slaanesh marks take it too?


I am awaiting validation on this but my guess its for any marls apart from khorne.


Automatically Appended Next Post:
This is my sources impression, and something mirrored by others on B&C. The book and chainaxe might be a kill team upgrade sprue for the csm vs corsairs box

This message was edited 2 times. Last update was at 2022/02/04 15:59:30


 
Made in ca
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 Sasori wrote:
 clockworkchris9 wrote:
New info

Helbrutes cannot have icons (i am guessing it is the same for daemonic gifts)

Chaos terminator sorcerer now has a familiar

Csm troops can now purchase a book that makes the unit a psychic unit. Also they can have a 2 handed chainaxe option (im asking what it does and the rest of their loadout)



Now, that is super intreasting. Being able to turna squad into a Psyker has some intreating implications with the new CA missions.


What about the Human style possesed or Mutants from that one rumor? Is there any info on those?


So the mutant unit can be built with a mixe or 2 types of models.

Small mutants
S4 t4 ap1 melee

Big mutant
S5 t4 ap2 melee
Made in ca
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Update post

CSM doctrine:

Similar to SM Doctrine, except exploding 6s (unmodified hits) instead of +1AP. Still 3 levels that affefct different weapons (the weapons listed below are not confirmed by my sources, but the ones in the legion traits are confirmed by my sources as well as the names, so what I am about to list may be subject to change)
Destruction ''Doctrine'': Heavy/grenade
Massacre ''Doctrine'': Rapid fire/assault
Slaughter ''Doctrine'': pistol/melee

Marks:
Can only be applied to CORE & CHARACTERS

Icons: (purchaseable upgrade)
vengeance +1 CA
wrath +1ap melee
flame +1ap shooting
excess +1 to hit melee
despair 6s to hit = autowound

''Daemonic Gifts'': (purchaseable upgrade)
Khorne: +1S on the charge
Nurgle: -1 to wound
Tzeentch: ignore all damage on first missed save
Slaanesh: fight first in the fight phase


All legions are getting 6 WT, 8 relics & 8 stratagems each (seems to be a lot from F&F but with some tweaks)
Each chaos god is getting a couple stratagems, 1 relic & 1 daemon weapon each


Legion rule:

NL
-2LD & -1CA @ 9''
+1 to advance & +1 to charges
Wanton Slaughter: When using a pistol/assault/melee vs below half strenght unit or LD 6 and below = +1 to wound (Super doctrine)

WLT
6" aura that cancels obsec

Relics
Jump pack: moving over or charging units causes d3 MW on a 2+

Stratagems
Vox scream: cancels AURAS
Jump pack DS turn 1

IW
Ignores cover
Reduce ap1/2 by 1
Wanton Destruction: Heavy/grenade vs vehicules/buildings/units in cover = +1 to wound (Super doctrine)

WLT
Some way to give +1 damage to certain units

WB
Charges/HI = reroll hits
5+++ vs MW
Wanton Slaughter: When using a pistol/assault/melee = 6s to wound cause 1MW (capped @ 3MW per unit) (Super doctrine)

BL
ignore CA
+1 to hit when charge or shoot closest unit
Wanton Massacre: rapid fire/assault/pistol = exploding 5s (hit) (Super doctrine)

Alpha legion
-1 to hit 12" away, if wounds are 10+ then it's 18"
Can charge and perform actions if they fell back
Wanton massacre (super doctrine):Rapid fire, assault, pistol if within half range +1 ap

Emperor's children
Ignore any/all negative modifiers to ws / bs
Any attack on a 6 to wound +1ap
wanton slaughter (super doctrine): Melee hits on a 6 gives additional hit, combine this with the slaughter bonus and you'd get 2 additional hits on 6

Red corsairs
Charge if they advanced
Models count as 2 for obsec; Models with 10+ wounds count as 5
wanton destruction (super doctrine): Heav, rapid, grenade get +1ap

Creations of bile
+1 str/move
Fight after death in melee
wanton slaughter (super doctrine): Melee hits on 6 auto wound

''Build a warband'' renegade traits
+4" to range other than grenade and relic
After killing a unit, the unit is then considered to be in destruction, massacre and slaughter for the rest of the game

WE
Not in the codex


Datasheet info:

Disco lord
not much change

Sorcerer in terminator armor
can have a chaos familiar

Cultist HQ squad
buff cultist moral

Cypher
In the codex

CSM legionaries
legionaries is the new name for the csm troop unit choice
same profile as before but 2W and 3a (4a on the AC) (not confirmed but my guess is 10 man squad like plague marines and rubrics)
loadout:
AC gets a daemon blade (S user ap2 d2; 6s to wound= 1MW); plasma pistol; can choose 1 weapon fron the melee weapons list
Any of all legionaires can replace bolter for chainswords
1 legionaire can take a special weapon
1 legionaire can take a heavy weapon
1 legionaire can take balefire tome (cast 1/deny 1)
1 legionaire can take a heavy chainaxe (S+4 ap4 d2; -1 to hit)
1 legionaire can take a chaos icon

Mutant cultists
a squad made of a mix of big mutant and small mutants
big mutant at S5 t4 & ap2 in melee
small mutant are S4 t4 & ap1 in melee

Cult units (berzerkers/rubrics/plague marines, only noise marines are stille in the codex because EC wont be getting their own book very soon)
Are no longuer in the codex
Act like harlequins in CWE army, or like Scions in Guard (including them is like including fabius bile, it doesnt cancel you legion trait)
Always Elites
can benefit from army rules
Cannot gain a legion trait

Fallen
No in the codex

Chosen
3w
Stat wise similar to CSM troops (6'' S4 T4 3+/no invul)
WS 3+/BS 3+/ 3A (champion 4a)
Gain gain an additional trait that you can choose, this trait is one of traits from the list of build a warband traits
Loadout:
everyone comes with a bolter, bolt pistol and accursed weapon (S+1 ap3 d1; +1A)
2 per 5 chosen can replace their bolt pistol with a plasma pistol
2 per 5 chosen can replace their bolter with a combi-weapon
1 per 5 chosen can replace their bolter with an additional accursed weapon (S+1 ap3 d1; +1A)

Terminators
Base loadout combi-bolters, accursed weapons (S+1 ap3 d1; +1a)
1 per 5 can replace combibolter with autocannon or heavy flamer
1 per 5 can replace combi bolter with an extra accursed weapon
3 per 5 can replace accursed weapon with a powerfist
1 per 5 can replace accursed weapon with a chainfist
2 per 5 can replace combi bolters with up to 2 combi flamers
2 per 5 can replace combi bolter with 2 combi melta
1 per 5 can replace combibolters with 1 combi plasma

Greater possessed
Not in the codex (my guess is the models are the new regular possessed models)

Possessed
S5 T5 3W 5A
unit of 10 (do not know if this is total or max)
Personnal guess: either the greater possessed model will be the new stand possessed model, or it will be an upgrade to the standard possessed unit, DG will probably get a FAQ to receive the update

Mutilators
no longer in the book

Warp talon
lost cancel overwatch
gained no fallback
5a (these are total with claws)

Raptors
still have the -1LD aura
+2a

Venomcrawler
is now FA
is a bit faster (my guess 12" instead of 10")
now gives +1 to psychic tests
claws and mechatentrites are now just 1 weapon (again my guess this means the claw profile may be getting +2a)
ws3 bs3

Obliterators
have essentially big guns never tire(shoot into engagement range with -1 to hit)
ignore modifier for heavy weapons
armed with powerfists without -1 to hit
Has 3 shooting profiles:
Heavy 9+d6 s5 ap1 d1
Heavy 3+d3 s7 ap2 d2
Heavy d3 s9 ap3 d4

Havocs
exactly the same as right now but 2w

Other:
Unmarked units gain some support from stratagems and renegade traits (build a warband)
The combat patrol is Legionaries/Havocs/Helbrute/Dank apostle

This message was edited 1 time. Last update was at 2022/02/09 04:23:49


 
Made in ca
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drbored wrote:
Thanks for the summary.

Some interesting tidbits about the Legionaries... I thought that that might be Chaos Marines but with an extra kill team sprue, but then you said they'd be in the combat patrol...

So that's definitely a headscratcher right there.


I believe legionnaries are simply the CSM troop choice+ KT sprue. so i am guessing the patrol will come with the sprue.
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Alright some big updates.

So my source corrected me on some things that i wrote here. Marks and daemonic gifts are one and the same. So this means marks need to be purchased and on top of providing a keyword it also provides you automatically with the daemonic gift.

So you want to make your chosen khorne. You pay some points and the chosen gain the keyword khorne & the +1s on the charge. This also means that the perks apply to all core and characters, including helbrutes.

Now for icons, here is a list of markable units who can have icons:
Legionaires
Chosen
Possessed
Bikers
Terminator

Here is a list of markable units that cannot get icons:
Raptors
Warptalons
Helbrute
Havocs

Also

Raptors (unit of 5-10)
Chainsword and pistol
Up to 2 special weapons
Up to 2 plasma pistols
Champ
Can take plasma pistol
Power sword or fist

Bikers (unit of 3-9)
Replace pistol for chainsword
Up to 2 special weapons
Up to 2 replace combi weapons with combi plas/melt/flam
Icon
Champ
Plasma pistol
1 weapon from Melee weapon

Warptalons (unit of 5-10)

Lucius gains 3 additional attacks and +1 damage if fighting a unit with a 3+ WS

Cypher can only be hit on a 4+

Harkon can make a raptor unit reroll hit and wound

Abbadon is incredibly killy

This message was edited 1 time. Last update was at 2022/02/16 15:32:31


 
Made in ca
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arcanum wrote:
I really wonder what they are going to do to base marines/legionaries.

The CSM doctrines (exploding 6s) are weaker than their marine equivalents (+1 ap). But GW math isn't going to realise that.


Clearly you have not done the math yourself or else you would not be saying that. +1ap is supperior only for ap0 and ap1. ap2 is a bit split, but everything ap2 and above is superior for us. also -1 to hit does not impact us, it does SM doctrine. invul save totally neuter +1ap, it does nothing against our new doctrine.
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 Marshal Loss wrote:
 Gadzilla666 wrote:
And the "doctrine bonus" only kicks in on turns 4 and 5, if it works like loyalist doctrines. So, possibly too little, too late.


Incorrect; the Assault Doctrine kicks in on turn 3 or 4 onwards, not turns 4 or 5. And as with the SM book there will presumably be various ways to put units into different doctrines at different points. The SM book has fallen by the wayside thanks to power creep but past performance by factions like White Scars shows that factions built around the assault doctrine are not necessarily weak.

I appreciate that rules which are monstrous against some opponents and anemic against others are far from ideal, but these kinds of interactions are hard to avoid. Certain units in every army are effective against some opponents and ineffective against others. While you're pointing to the morale part of their trait/doctrine as the "main" component, their trait & doctrine still offer tangible and powerful bonuses that you can build a force around. And, as above, we don't have the full picture yet. There could be an Atramentar stratagem etc floating around or w/e. Who knows.

 Gadzilla666 wrote:
And I never said "fanderised". That was someone else.


But you are repeatedly and prematurely writing them off as a design failure. Whatever makes you happy.


I am a night lord player and am loving, and i mean loving these rules. Just an additionnal thought, yeah the moral part of the rules are situationnal, but people complaining about this havent noticed that all the legions have a situational trait...

BL
ignore CA

WB
5+++ vs MW

IW
ignore cover

AL
-1 to hit from 12'', 10W @ 18''

They all have a situational ability
Made in ca
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posted an update:

http://www.bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page-41
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 Gadzilla666 wrote:
 Gert wrote:
 clockworkchris9 wrote:

I am a night lord player and am loving, and i mean loving these rules. Just an additionnal thought, yeah the moral part of the rules are situationnal, but people complaining about this havent noticed that all the legions have a situational trait...

BL
ignore CA

WB
5+++ vs MW

IW
ignore cover

AL
-1 to hit from 12'', 10W @ 18''

They all have a situational ability

Combat Attrition is something that happens after combat, something CSM are geared towards. BL ignoring CA is a very good trait that will benefit the whole army multiple times in a game.

Most, if not all, armies in 40k have ways of dealing Mortal Wounds. It's not nearly as good as the BL trait but still very useful, especially against a Psyker heavy army such as Tsons or GK.

If you aren't using terrain and cover then you aren't playing the game properly. The ability to ignore cover is not situational when cover is something that will be in every single game.

-1 to Hit when the shooter is more than 12" away means for a good portion of the game, AL units will be hit by ranged attacks less.

A full half of the NL traits have little to no effect on Space Marines (plus their 11 subtypes), Grey Knights, Imperial Knights, Chaos Knights, Necrons, and Custodes. GW considers each of the Marine subtypes to be its own army so we have 17 armies that just flat out ignore the NL trait to a large degree. There are also loads of ways for other armies that might suffer more to reduce the effectiveness or even negate the effects of this part of the trait. The only other subfaction that I know of that has this sort of issue is Deathwatch and that's because they're specifically targeted at fighting Xenos.

Again, Gert makes my point for me, and probably in a much nicer way than I would have.

Yes, those abilities are much less "situational" than the Night Lords trait. The Alpha Legion trait is basically the one that made them the "best Legion" for much of 8th edition. While the Night Lords trait will have little to no effect on many factions, not just units or certain situations in some games. That's why I'm hoping that either this is recognized in playtesting, and the trait gets reworked, or there's some nice custom traits that can be substituted in its place.


Gert makes no point at all. They are all situational. Some armies have 0 to very little MW output, like astra militarum for example so the WB 5+++ serves no purpose against them.

If you enjoy BL but want to play mech or msu, you gain nothing from ignore CA.

AL have no ranged defense vs armies like GSC, custodes,drukhari, daemon, harlequins. They are either so fast or their effective range is close range shooting so the -1 is situational.

Ignore cover is totally situational because once your opponent knows you have it he he will change his gameplan unless he is playing jorgamandr or some faction that is alway in cover.

NL is in the same bucket as this and plays into the disruption warfare playstyle, sure it wont work on custodes, but is will work on standard marines, and it will force your opponent to blow 2cp on insane bravery which is 2 cp they will not use on some more valuable abilities.

Furthermore lets just run the numbers ssy you run into a 10 man tactical squad so ld8 becomes ld6, you manage to kill 5, at that point it is safe to say they will fail moral and lose an extra body. Thats an extra dead model for free.

Lastly also remember that these apply to everything apart from cultists. NL heldrakes and hellblades having a 9" morale bubble is a great added bonus along with baleflamers that get buffed by the super doctrine.
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You are allowed to discuss as i am allowed to refute. Step on your soap box to say what you have to say and you can expect some will agree and others will disagree.

My main issue is your knee jerk reaction and what-about-ism style of argumentation. Cool if you dont believe the rumours and find the rules are garbage, but you can stop beating a dead horse.
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God specific spells
T 4+ inv
N -1 to hit
S 5+ fnp

You can't charge after warp time
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MoP

Has a staff that causes perils in combat with a psyker
Cast 2 deny 1
When casting, can cause d3 mortals to a friendly non daemonkin unit to gain +2 to cast
Enemy psykers suffer one additional wound if they peril within 12"


Malefic dis

1. +1 to wound

2. Bring back a daemonkin model

3.4+ inv to Daemonkin units and enemy's take mortals if they charge

4. Beat the models toughness on d6 destroy it

5. 6's to hit auto wound for a daemonkin unit

6. +1 str or toughness (or both if rolled high on test)



The is no longer a way to give characters a jump pack, only the daemon prince can still be equipped with wings.



MoE (elite slot)

Rerolls wounds v char
6" heroic intervene
Hits of six does two mortals and the attack ends
Axe got worse Doesn't reroll hits Doesn't explode (does with legion)
Gains a wound and an attack
Dank Apostle

all god specific prayers are entirely new
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My mistake, did a brainfart, its exalted champion and not aspiring champion.
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My comment was based on the fact that chosen can be taken in in squads of 10, 4 meltas with +1 to wound and rerolling 1 to wound or 1 damage roll, is nothing to scoff at.
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 Gadzilla666 wrote:
So if Night Lords want their trait to work they need to load up on: Raptors (makes sense), Daemon Princes and Possessed (in the Legion known for avoiding Chaos worship), and Mutant Culstists and Spawn (in the Legion known to have the least amount of mutations, because of that whole avoiding Chaos worship thing). So once again, gw can't read the fluff in their own codexes. Way to go.

And why can the Warpsmith only buff DAEMON ENGINES, instead of just VEHICLES? Did he forget how normal vehicles work? He can only do "Giant Evil Spiders" and dinobots now?

And only one available loadout for Exalted Champions? Based on an old kit? Good grief, I hope these particular playtest rules failed so hard that they took them out back and burned them.


Posted a correction, disco lord and warpsmit affect vehicules with their +1 to hit.


Automatically Appended Next Post:
 Gadzilla666 wrote:
Hmm....now I think I can build a real Night Lords Legion trait. I'm thinking, +1 to charge and advance and +1 to strength and movement, add Marks and Icons to taste per unit. Go straight for their throats.


You can also stick with the night lords legion trait and give chosen the custom +1 advance and charge for chosen that have +2 to advance and charge.

This message was edited 1 time. Last update was at 2022/03/12 01:45:03


 
Made in ca
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 Gadzilla666 wrote:
 clockworkchris9 wrote:
Posted a correction, disco lord and warpsmit affect vehicules with their +1 to hit.

Yeah, saw that. Groovy. Might have to get/convert one to park behind the Fellblade. Let my Sorcerer go do something else.


You can also stick with the night lords legion trait and give chosen the custom +1 advance and charge for chosen that have +2 to advance and charge.

Erggh....not sure at this point. It depends how they handle the WTs and Relics. I really don't want to give up Killing Fury + Claws of the Black Hunt for my Chaos Lord, but I'm also pretty tired of morale mechanics that don't work on most of the other factions in the game. Even with 3.5 having to pay for Daemonic Visage for my Raptors felt like a waste most of the time. We'll see once we get the rest of the custom traits, especially the Unmarked ones.

Hey, could you possibly clear up Abbaddon's damage for the Black Legion players? Is it D3, or Dd3?


Another thing in favor of morale shenanigans, I got info on the nid codex, synapse still lets nids ignore morale, but now its only a 6'' range and it might be an AURA. so really good.
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The rule is if the attackers S is equal to or doubles (or more) the tougness you gain -1 to wound.

So any 4+ to wound or 2+ to wound get hit with a -1 to wound.

The mathematical equation just felt more natural to me since I work in STEM, and am lazy when it comes to typing on my phone.

Also he says that is is rounding up so s9 and s10 will get -1 to wound vs t5.


Automatically Appended Next Post:
Also thanks gadzilla for taking the time to share the info from B&C

This message was edited 1 time. Last update was at 2022/03/23 18:15:15


 
Made in ca
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Just an FYI for everyone

>= means greater or equal to

=< equal of inferior to

=/= does not equal
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Exactly what gadzilla said. What i get from this is we are getting a -1 to wound ability. When it is applied might be subject to change.
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Some new info

No unit with the bodyguard rule

Disco lord
-Is now 9w
-the melee weapons have changed to be additional attacks with claws and tail (dont quite understand this one, asking for more detail)

Cultist HQ
-its a squad, with a banner, a priest and a psyker, + some extra bullet catchers
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 ArcaneHorror wrote:
drbored wrote:
 ArcaneHorror wrote:
 H.B.M.C. wrote:
 ArcaneHorror wrote:
While I like the fact that the Lord Discordant won't be degrading, cutting away three wounds sounds a bit excessive. I would prefer if the number of wounds one lost before degrading was raised to ten. It's not a major issue, though.
I'd prefer if it they gave degrading statlines to things that they felt deserved them, and regular statlines to things that they felt deserved those, and lost this arbitrary 10 and above nonsense.

If everything is bespoke these days, how come that facet of the rules is so rigidly enforced when it is something they could ignore on a whim?


That's a good point, but I'm worried that alot of people would start complaining about it creating more imbalance and lead to accusations of faction favoritism.

One thing I want to see in the new codex is for the Master of Executions to be give an invuln save or FNP. For being a unit meant to be in the thick of it, he's pretty fragile.


But there's already faction favoritism. By humongous leaps and bounds. If you're not Space Marine, you're going to be sitting on your thumbs for 5+ years hoping that you'll get an update to the section of your model line that's still resin/ancient plastic this edition or next.


That's true, I'm just worried that creating different wound degradation levels for different models would create unnecessary friction in the community.

What I'm really looking forward to are the ways that one can create a custom warband. I wonder what new traits and relics we might see?


I have already released quite a few custom warbands traits.
Made in ca
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Cultist HQ squad
-The banner:rerolls 1s to hit for cultists & +2Ld to cultists
-psyker: cast 1 deny 1
-priest: knows the basic prayer and another, always lands prayer on a 3+
-squad of 5 models

Disco lord:
-Techno virus injector: in engagement range all weapons get +1 damage vs VEHICULES
-impaler chainglaive: Suser ap3 d2; on the charge +1 to wound
-the melta mouth weapon is a melta pistol
-6a base
-claws and tail are 4 additional attacks @ S6 ap2 d2
-mechadentritees: 4x s4 ap0 d1
-ability to wound vehicules: you can corrupt a vehicule: roll a d6 for every wound that a vehicule has on a 6s=1MW (maximum of 6)
-if you kill an ennemy vehicule in melee you can corrupt 2 different vehichles instead of just 1. The double corruption ability is gained for the rest of the game.

Night lord stratagems:
-no fall back strat (seems unchanged)
-fall back and charge(seems unchanged)
--1 to hit if fired upon (seems unchanged)
- rerolls to hit if Ld is higher then ennemies (used to be +1 to hit)
-there are no more stratagems that influences moral
-lost the stratagem that gives +2 to the charge and +1 to hit in melee from terrain
Made in ca
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Accursed cultists
-T4 1w
- 3-6 big models per unit
- 5-10 small models per unit

Vanilla cultists
- 10-20

IW stratagem
5+++ vs MW
--1 damage for core infantry & daemonkin.

NL stratagem
So i got clarification on the forst turn deepstrike strat
-units in deepstrike or strategic reserves count themselves as 1 turn earlier. 1cp fo infantry & bikers; 2cp for daemonkin
 
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