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· Porn King!!!
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Discussion Starter · #1 ·
Alright, this first post has been fully editted to include ALL of the latest info and POSSIBLE statlines, etc that I can find. Please do not take this as gospel as they are in fact rumours however you can be sure that this will be reasonably close to what the final codex will be like as all of this comes from very reliable sources (so far lol). Enjoy:

Rumours:



HQ:

Lord:

WS 6 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | Ld 10 | Sv 3+/5+
-90 points
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have Marks, not Icons
-Can have Terminator Armour, Bike, Jump Pack/Wings, or Steed
-The Daemonic Steed options are:
.....-Palanquin of Nurgle: +1 A, +1 W; count as 2 models in Land Raider
.....-Juggernaut of Khorne: +1 A, +1 S; may not be transported
.....-Disc of Tzeentch: +1 A, Jump Pack
.....-Steed of Slaanesh: +1 A, Cavalry
-Can be marked
-The Chaos Lord is equiped with a Bolt Pistol and CCW. You can purchase a Combi-Weapon for him.
-Daemon weapon and almost everything is cheaper if in Terminator Armour.
-Cannot be saved from instant death (no rune or whatnot)
-Comes with Bolt Pistol, CCW, frag and krak grenades
-Can have:
...-Icons;
...-Personal Icon
...-Plasma Pistol
...-Power Weapon
...-Power Fist
...-Deamon Weapon
...-Lightning Claw
...-Pair of Lightning Claws (only in terminator armour)
...-Melta Bombs

Daemon Prince:

WS 7 | BS 3 | S 6 | T 5 | W 4 | I 5 | A 4 | Ld 10 | Sv 3+/5+
-110 points
-Most expensive possible is 210 points
-Counts as having a single CCW
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Very few options
-Can have an Mark, not Icon
-Can have Wings
-Can have psychic powers (can have 2 with mark of tzeench)
-Monstrous Creature
-Is immune to instant death (Called Eternal Warrior)
-May have pychic powers

Sorcerer:

WS 5 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | LD 10 | SV 3+/5+
-100 points
-Fearless
-Daemonic Aura (5+ invulnerable) as standard
-Can have Mark, not Icon (Tzeench most expensive then Nurgle then Slaanesh no MOK)
-Can have Terminator Armour, Bike, Jump Pack/Wings, or Steed
-Force Weapons as standard
-Sorcerers with an Icon of Tzeentch may use two powers per turn
-Can have familiar

Greater Daemon

WS 9 | BS ? | S 8 | T 6 | W 4 | I 5 | A ? | LD 10 | SV -/4+
-1 per army max
-100 points
-Does not take up a FOC slot, very cheap for its stats
-Fearless
-Daemonic Aura (4+ invulnerable) as standard
-Monstrous Creature
-Moves as Infantry (no option for wings)
-Can’t be Take Icon
-Possession: When a Greater Daemon becomes available from Reserve, it can replace any friendly character model (aspiring champion, sorcerer, etc) you choose. There is no need to designate a Daemonvessel ahead of time.

ELITE:

Possessed:

WS 4 | BS 4 | S 5 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV 3+/5+
-26 Points
-5-20 in a squad
-Have a SINGLE CCW, nothing else
-Daemonic Strength and Daemonic Aura (5+ invulnerable) as standard
-Can have an Icon
-Random Power Table. Roll d6 after deployment:
.....1: Scouts
.....2: Furious Charge
.....3: Fleet of foot
.....4: Rending
.....5: Feel no pain
.....6: Power weapons

Chosen:

-One attack
-18 points
-Bolter, Bolt Pistol, CCW, Frags, Kraks
-Can have an Icon
-Huge amount of options (like Dark Angel company veterans)
-May have one heavy weapon and 4-5 (one can replace Heavy) special weapons or 4 CCW (Power Weapon/Fist, Lightning Claws) that replace special weapon
-Infiltrate as standard
-5 to 10 models a squad.
-Chosen are not fearless.

Terminators:

-30 Points
-Unit size 3-10
-Combibolter and power weapon
-Can have an Icon
-Any number of models can be upgraded to champions (+1A) for 10 pts
-One heavy weapon per squad, two if the squad is 10 models strong
-Reaper Autocannon is unchanged
-May always Deep Strike

Dreadnoughts:

-Can't have icons
-Can have Multi-Melta
-May be given 2 DCCW.
-Frenzy table still exists but is slightly changed: If no viable frenzy, count as sane.

TROOPS

Chaos space marines:

-Can have Icon
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-If 10 or more models, may take Heavy or second Special weapon.
-Aspiring champion limited to basic wargear upgrades (PW, PF, PP)
-5 to 20 squad size.

Khorne Berzerkers:

-21 points
-Have the +1A over normal marines, WS5 and furious charge
-No chainaxes
-They are armed with CCW and BP, and have the option for plasma pistols as they do now.
-Fearless
-No more Blood Frenzy (so no more bonus movement, but also no more uselessly chasing Land Speeders around the table)

Plague Marines:

-Initiative 3
-T4(5)
-Blight grenades (-1A to enemies engaged in hth).
-Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless.
-Feel no Pain.
-Can take 2 Special weapons under 10 models.

Noise Marines/Emperors children:

-Access to sonic weapons (replaces bolter)
-Doomsiren AP3, only for Aspiring Champion
-1 blastmaster per squad
-Noise Marines are the cheapest of the Cult marines (before Sonic weaponry)
-Noise Marines can take a heavy weapon with only 6-strong squad
-no more Combat Drugs
- Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
-Fearless
-Icon of Slaanesh (+1 I)
-One model may have a Blastmaster (blast mode now AP3)

Thousand Sons:

-Slow and purposeful on 1 dice
-Only 1 wound
-Sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
-No BP or CCW.
-Fearless
-Icon of Tzeentch (4+ Invulnerable)
-All models have AP3 Inferno bolts for their bolters
-Mandatory Sorcerer (comes with Force weapon)
-No more extra wound
-The only CSMs (cult or otherwise) that come with an Aspiring (you have to pay for him tho)
-Asprin Champion has Force Weapon and Bolt Pistol as standard.

Generic Lesser Daemons (Daemon Pack):

WS 4 | BS 4 | S 4 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV -/5+
-Do not take up a troop slot
-5 to 20 in one squad
-No instability
-Can’t take Icon
-13 Points
-Summoning: Daemon Packs enter play via Deep Strike, but MUST be placed within 6" of an Icon. Since Icons act like Teleport Homers, this means Daemons will never scatter! They may not move on the turn they arrive, but they CAN assault.

FAST ATTACK:

Raptors

-20 Points
-Less special weapons than before
-Can have an Icon
-May Deep Strike
-No more hit and run
-5-20 in one squad
-May take melta bombs

Bikes:

-Can have an Icon
-3 to 10 in a squad
-Don't give +1 attack and can't use 2 CCW
-Can get 2 special weapons

Chaos Spawn:

-Does not take up a FOC slot
-About 40 Pts
-Worse save than before
-Slow and Purposeful & Beasts (this means they move 2d6-pick-highest, fleet 1d6, charge 2d6-pick-highest x2)

HEAVY SUPPORT:

Obliterators:

WS 4 | BS 4 | S 4 | T 4 | W 2 | I 4 | A 2 | LD 10 | SV 2+/5+
-Fearless
-75 points
-Slow and Purposeful
-Can morph Plasma cannon, Lascannon, twin-linked plasma gun, twin-linked flamer, twin-linked melta and MULTI-MELTA!!!
-Can’t be Take Icon
-Power fists

Predator

Vindicator

-125 points

Land Raider

-Cheaper than before (220 points)
-No more Infernal Device
-Smoke Launcher and Search Light free

Defiler

-150 points
-Fleet
-WS3
-A3
-May exchange Reaper Autocannon and/or Heavy Flamer for additional CCW having up to 6A
-No longer a Monstrous Creature, has Dreadnought CCWs now (bringing its Strength up to 10)
-No more indirect fire

Havocs

-Can take Icons
-Havocs do not have combat squads. Kind of CSM squads that can take 4 special/heavies.
-15 points each
-Can be up to 20 in one squad

VEHICLES:

-Smoke Launchers and Searchlights as standard on all vehicles
-Extra Armour is 15 points
-Combi-weapon upgrades are still possible.
-Mutated Hull is gone.
-Daemonic Possession no longer negates transport capacity, but reduces BS to 3.
-Rihno is 35 points
-There are still Dirge Casters, Pintle Mounted Weapons, Dozer Blades and Havok Launchers available for vehicles. Not all of those are available to all vehicles.
-Havoc Launcher is like a Typhoon Missile Launcher (+1 STR, - AP, -1 Shot and TL form the current one)


MARK OF CHAOS (Icons)

-These now take the form of Icons that most units can take. The cost of an Icon is fixed for each unit, regadless of unit size. This means larger units essentially pay less points per model for the same Icon.
-All units except vehicles, Obliterators and Cult units can purchase one of the following Icons (listed from least to most expensive):
-Icon of Chaos Glory: The new name for Mark of Chaos Undivided. Grants morale re-rolls. Not available to ICs as they are all Fearless anyway.
-Icon of Slaanesh: +1 initiative (least expensive)
-Icon of Khorne: +1 attack
-Icon of Tzeentch: Grants a 5+ invulnerable, or improved existing invulnerable by 1 (so Termies go up to 4+, for example)
-Icon of Nurgle: +1 tougness (does not count towards instant death) (most expensive but sometimes same point as IOT)
-These Icons are the only way to align a non-Cult unit to a particular god. They grant no other benefits than what is listed above (Icon of Slaanesh does not grant access to Sonic weaponry, for example)
-All Icons also act as Teleport Homers for Daemons, Terminators and Obliterators.
-"Squads" with only one man can not have icons; they get marks, same bonus except they don't act as Teleport Homers for Daemons, Terminators and Obliterators. But most of these models get personal icon, no stats benefit but they do act as Teleport Homers for Daemons, Terminators and Obliterators.

PSYCHIC POWERS

-Some major powers still exist (Wind of Chaos, Gift of Chaos, Doombolt)
Doombolt changes to S4 AP3
-Warp Time is a new psychic power that allows the caster to re-roll failed rolls to hit and to wound in close combat
-Each god except Khorne also has one specific power:
-Nurgle: Nurgle's Rot; Range 12", all models in target unit take a S3 hit on 4+. Saves -allowed.
-Slaanesh: Lash of Submission; If target unit fails Ld test, you may move it 2d6"
-Tzeentch: Bolt of Change; as before but AP1
-No more mass mutation

UNIT LIST:

HQ: Chaos Lord, Chaos Sorcerer, Daemon Prince, Generic Greater Daemon*
Elites: Chosen, Terminators, Dreadnought, Possessed
Troops: Chaos Space Marines, Berserkers, Plague Marines, Thousand Sons, Noise Marines, Generic Daemons*
Fast: Raptors, Bikes, Chaos Spawn*
Heavy: Havocs, Defiler, Vindicator, Land Raider, Predator, Obliterators

Units marked with (*) do not actually use up slots on the Force Organisation Chart
There are no 0-1 or similar limits anymore except for Greater Daemons who are 0-1. Your unit choices are only limited by the FOC. Yes, you can have two Daemon Princes.

GENERAL:


-Veterans skills are mostly gone. A few units still have a predetermined skill, but you may no longer pick and choose.
-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.
-The only way to get a 2+ Save is via Terminator Armor.
-No way to counter psychic powers
-Lone models(ICs or MC with only one in squad) do NOT get Icons of chaos: they get MARKS.

DAEMON WEAPONS:

- Daemon Weapons cost 40 pts.
-Grants D6 extra attacks, but if a 1 is rolled for the number of attacks, the model takes a wound and can't make ANY attacks in that combat phase.
-Power Weapon
Two-Handed
- In addition the following marks will have the effect on the Weapon (Mark is determined by what has been applied to the Lord/Sorc):
…-No Mark - +1 STR
…-Khorne - Bloodfeeder - Additional D6 (total of 2D6 Attacks) if a 1 is rolled on either dice, you lose a wound and may not attack. Double 1s is not cumulative, you only lose 1 wound.
…-Nurgle - Plaguebringer - Poisoned attacks that always wound on a 4+.
…-Tzeentch - Deathscreamer - Can be used a shooting weapon with the following profile: 24", S4, AP3, Assault D6 - if a 1 is rolled for number of shots, lose a wound and no shots are fired.
…-Slaanesh - Blissgiver - Causes instant death

SPECIAL CHRACTERS:

-All are HQ choices

Typhus:

-Manreaper is a Nurgle Daemon Weapon that is also a Force weapon
-Has Nurgle's Rot psychic power, does not need to pass psychic test to use it, and may also use the Force weapon in the same turn

Abaddon:

-Has the benefits of all Icons (+1A, +1I, +1T, 4+ invulnerable)
-Drachnyen and the Talon now count as a single Daemon Weapon, which grants +1d6 attacks, doubles strength, and re-rolls all dice to hit and to wound!
-Immune to instant death
-Most expensive SC.

Ahriman:

-Knows all psychic powers except the Slaanesh and Nurgle specific ones
-Force Weapon
-May use up to three psychic powers (including the force weapon) per turn
-He is REALLY expensive. Aside from Abaddon he is the most expensive special character.
-His bolt pistol has inferno bolts not that you will use it all that much.

Kharn:

WS 7 | BS ? | S 5 | W 4 | W ? | I 5 | A ? | LD 10 | SV 3+/5+
-Gorechild gains 2D6 for armour penetration against vehicles
-Immune to all psychic powers
-Furious Charge
-Still hits allies on a 1

Fabius Bile:

-Not too bad. He has a decent amount of attacks. He has Feel No Pain now in addition to a 5+ Invulnerable. Can still enhance models.

Lucius:

-Ddecent for his points. He has a Doom Siren, removes attacks from enemies in BtB with him and does wounds whenever he makes a save in CC.

Huron Blackheart:
-Tyrant's claw is a powerfist with built in heavy flamer.
-Hamadyra grants him the "Warp Time" psychic power
 

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All in all that is a change for the better i suppose. However they have gotten rid of some things i like they improved in other aspects. So i will embrace this new codex and eagerly await its arrival in september :twisted:
 

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All in all that sounds pretty awesome, well have to see how it pans out.

One thing vexes me however. The codex layout sounds like the new Eldar codex! Noooooooooooooooooo.

The eldar codex was tome of pain and suffering built out of pure madness. IT MADE NO SENSE!
 

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all in all it looks like chaos have taken a good thumping from jervis and his nerf stick...
it's nice to see alot of the 'uber things get the boot they deserved and i'm betting we're going to see alot more tzeentch players now too!
i've heard that the raptors pts will be only slighty higher than the current cost of assault marines which means we might actually see some being used now!

i really don't like the randomness of the possessed however... it just seems a total insult to pay that many pts for a unit who have the potential to simply be very expensive chaos marines! (guard psykers are dirt cheap so you honestly don't care if you get the dreaded 1 on the table because you've only lost the cost of 2 guardsmen!)
i think they should've kept the current format with each option costing a set amount of pts/model really. simply make the really good options, (such as the rending), a bit inflated...

still, i'm quite happy overall with the looks of things!

cheers!
 

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When is the U.S. release for the codex?
 

· Porn King!!!
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Discussion Starter · #9 ·
Alex, from what Gav told me at GD Canada, the new chaos codex will be laid out like the DA codex, not the Eldar one.

Rok, early date releases say it should be out around the 19th of September.
 

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Oh and mister Wraithlord you have some info wrong: today i went to Games Workshop and confirmed that the thousand sons are keeping the second wound (huzzah!!) :twisted: and so i compleately agree with experement 626 we will see alot more thousand sons out there. i have only just decided to change to thousand sons (but i'm not doing anything about it untill september) and like i said before the disaperance of the second wound was the only bad thing i found in the rumors about the new codex and i have confirmed that the second wound is not going anywhere. so i am very happy about these new changes.
 

· Jac "Baneblade" O'Bite
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Ok The Deserter, sorry to burst your bubble but unfortuantly quite often the players know more about up-coming releases than Games Workshop staff do.

Only 2 weeks ago I asked one of the Staff members about the deamons, he hadn't heard anything about it.

Personally I'm more inclined to believe Wraith than a Redshirt, he's usually pretty right about this sort of thing.
 

· Ex Mod.
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wraith usually gets his info from the more reliable members of warseer.

@ the deserter - if you read the other posts youll see that they have other significant upgrades, which severely reduce the chance of them having 2 wounds. would gw be stupid enough to allow an army of 2 wound 3/5+ save marines with ap3 bolters, not to mention having some of the most powerful psychic powers in the game? theres bumping an army so people want to play it, and then theres breaking it. id be more incluned to keep an open mind.
 

· Jac "Baneblade" O'Bite
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I think people will be moaning about TS enough already without giving them a extra wound. If they do get it, the complaining about the current Iron Warriors list will pale in comparision to bitching and GW burning about a army built around a basic trooper who has a similer if not better statline and equipment than most HQ characters.
 

· Porn King!!!
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Discussion Starter · #14 ·
cccp_one said:
wraith usually gets his info from the more reliable members of warseer.

@ the deserter - if you read the other posts youll see that they have other significant upgrades, which severely reduce the chance of them having 2 wounds. would gw be stupid enough to allow an army of 2 wound 3/5+ save marines with ap3 bolters, not to mention having some of the most powerful psychic powers in the game? theres bumping an army so people want to play it, and then theres breaking it. id be more incluned to keep an open mind.

Actually the Cult Tsons will have a 3/4+ save :)

Deserter, just so you know, I have the full unit entry for Thousand Sons sitting in front of me provided by someone I trust who has the full codex and I can assure you, there is no mention ANYWHERE in this entry of 2 wounds. Not to say it won't change, isn't wrong, etc, however the fact remains that if the new codex is coming out in Sept then it is most likely pretty much set in stone.

Don't feel bad though as the Sons will ALL come armed with AP3 bolters, a 4+ save, and a sorcerer with a force weapon as standard.
 

· Ex Mod.
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Don't feel bad though as the Sons will ALL come armed with AP3 bolters, a 4+ save, and a sorcerer with a force weapon as standard.
*swears insanely*

i trust all only aspiring champons get force weapons? but still, they seem to have been boosted to a much higher place than i would have imagined. any word on a points cost per model for all that shizz?
 

· Jac "Baneblade" O'Bite
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Oh yes please give everybody who doesn't play TS some good news as well.

No offense intended to any current TS players but unless the points cost is rather high like 35 pts+ I see TS becoming the new Iron Warriors. With a statline like that every power gamer in the game is going to be buying and trying to exploit the list.
 

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Just a counter-point to the current TS worrying, will powergamers take them? Most of the lists that powergamers have to worry about actually don't have very much 3+ save infantry in them instead relying on vehicles, 2+ save models or hordes of low/no save stuff. I don't think they'll break the game unless your fielding a gunline of marines, in which case you'll have enough anti-expensive-MEQ anyway.
 

· Porn King!!!
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Discussion Starter · #19 ·
I can't say the cost due to forum rules but it is roughly the cost of 2 Tau multitrackers and a searchlight I believe, per model, with the champ costs a large amount of points. Word is that a 9 man squad is going to be over 300pts.
 

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The Wraithlord said:
I can't say the cost due to forum rules but it is roughly the cost of 2 Tau multitrackers and a searchlight I believe, per model, with the champ costs a large amount of points. Word is that a 9 man squad is going to be over 300pts.
And that is why I'm not bothered about the new Thousand Sons. For 300+ plus points I'd damn well want an uber unit. Think about Grey Knights, 275 for 10 basic guys. Great abilities but they still die like marines. I think the 1K Sons will be the same. Sure they may get a 4++, but if i throw enough multi-shot at them they'll still fail 3+ saves.
 
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