Post by Jack Shrapnel on Apr 21, 2022 9:03:42 GMT -5
Big rumour dump from Faeit:
These previously released Chaos Space Marine Rumors are panning out real well, and they were updated a couple days ago.
Here is the latest Chaos Space Marine Rumors.......
via Clockworkchris on B&C
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''; turn 1: Heavy/grenade/Rapid fire
Massacre ''Doctrine''; turn 2-3: Rapid fire/assault/pistol
Slaughter ''Doctrine''; turn 4-end: pistol/melee/assault
Marks:
Can only be applied to CORE & CHARACTERS
cost points
Marks provide the keyword and a daemonic gift
''Daemonic Gifts'': (Included with mark)
Khorne: +1S on the charge
Nurgle: -1 to wound, IF S=T or S/2>=T
Tzeentch: ignore all damage on first missed save (this is per unit per turn)
Slaanesh: fight first in the fight phase
Icons: (purchaseable upgrade)
vengeance +1 CA
wrath +1ap melee
flame +1ap shooting
excess +1 to hit melee
despair 6s to hit = autowound
Prayers
basic prayer still reroll all hits in melee
+1 to wound in melee
1-3 hits always fail, no rerolls allowed
6" aura when doing leadership test roll 2d6 discard the highest & fail action & fight last
+1 to hit (GONE)
5++ buble is gone you said (GONE)
priest gets +2a(was +3) and +2ap in addition to weapon weapon ap
Tzeentch: +d3 wounds (GONE)
Slaanesh: advance and charge
Khorne: S+2 (GONE)
Nurgle: T+2 (GONE)
Hereticus discipline:
warptime still there but no charge
+1 to hit
no invul on 1 ennemy unit
1 model get s+2 & +1a
3d6 each 4+ = 1mw
if d6 is bigger then T, then d3 MW and units within 6" take 1mw on a 4+
Tzeentch 4++
Slaanesh 5+++
Nurgle -1 to hit
Warptime: unit affected by warptime cannot charge afterwards
Malefic discipline:
DAEMONKIN unit: warptalon, MoP, possessed, obliterators
+1 to wound
Bring back a DAEMONKIN model
4+ inv to DAEMONKIN units and enemy's take mortals if they charge
Beat the models toughness on d6 destroy it
6's to hit auto wound for a DAEMONKIN unit
+1 str or toughness (or both if rolled high on test)
Generic WLT
for the puposes of CA ennemy units always count as if at half strength
Generic Stratagems
for bolt rounds +6" & +1ap for the unit
JUMP unit : Mw on the charge
JUMP unit : -1 attack
daemonforge: +1 BS/WS for daemon engines
bikers, if they advance -1 to hit
nurgle only transhuman physiology 4+
Legionnaires can shoot or fight twice (only source of fight/shoot twice strats)
+1 to hit to CHOSEN or TERMINATORS
fire frenzy: HELBRUTE at the end of the shooting phase, if it was hit, can fire at the unit that shot at it or shoot at the nearest ennemy unit
Another character can have a WLT
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
+1 CA to ennemies & always consolidate 3" in any direction, even if touching base to base
the horrible warlord trait of once per battle you can reroll 1 dice for hit, wounds, advance, charge and saves has been changed. It is now once per turn you can auto 6 a dice for hit, wound, advance or saves
+D3 attacks & warlord is considered always in the slaughter phase... this is evil on a disco lord
+1 to armor and invul saves in terrain is GONE
fall back and charge + -1 to hit is GONE
Relics
FLY relic (daemon prince only it seems): moving over or charging units causes d3 MW on a 2+
claws of the black hunt are back but jave been renamed, S+1 ap3 D2, does not gain reroll wounds instead gains ennemies canoot use rules that ignore wounds
vox daemonicus is 12" no deepstrike & ennemies must pass a leadership test or cannot perform actions or psychic actions; infantry only
flayer is still there and seem to be exactly the same
stormbolt plate, infantry only, 2+ save and untargetable beyond 12"
Stratagems
Vox scream: cancels AURAS
units in deepstrike or strategic reserves count themselves as 1 turn earlier. 1cp fo infantry & bikers; 2cp for daemonkin
no fall back strat
fall back and charge
-1 to hit if fired upon
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
if you slay the ennemy warlord, +1 CA to ennemies for the rest of the game
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
Stratagems
5+++ vs MW
-1 damage for core infantry & daemonkin.
reduce incoming ap strat is GONE
cultist bodyguards are still there
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)
Stratagems
no more strat for possessed +1d
the auto pass psyker spell is still there
the auto save strat has been changed to take 0 damage instead
they have 2 strats that affect daemonkin or possessed
BL
ignore CA
+1 to hit when charge or shoot closest unit
Wanton Massacre: rapid fire/assault/pistol = exploding 5s (hit) (Super doctrine)
Stratagem
strat that lets you change a units legion for a turn.
1 unit can be considered destruction/massacre/slaughter at the same time, core units only
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
WLT
sniper warlord trait
redeploy for up to 3.units
a cultist buff
i am alpharius is still there
relics
one turn for battle ennemy strats cost +1cp on a 4+
power sword with dd3 and causes -1 to hit (GONE)
bolt weapons wounds on +2(except vehicules and titanic), ignores cover
the combi bolter relic must be gone since no way foe HQ to get combis (GONE)
+2 armor, and transhuman
armor with 3d6 movemebt that can "ghostwalk" through units(still there)
Stratagems
the sabotage strat is now auto explode
fall back and shoot
12" deepstrike denial
shoot a unit that deepstrikes nearby
forward operatives, pregame move
conceal is replaced with untargetable beyond 12"
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
Side note, this matches up with a 4chan leak that said TH chosen could hit on 2s with EC (legion trait+icon of excess)
Noise Marines are troops
dont need to pay for slaanesh marks
Stratagems
honour the prince is still there
the sonic weapons strat does mortal wounds now, no longer +1s +1d
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
After charging, in melee 6s to hit autowound (khorne specific)
In melee or shooting, reroll 1 wound or 1 damage (tzeentch specific)
+1 to wound vs half strength unit (nurgle specific
+1ap on a 6 to wound unmodified (slaanesh specific)
+1 to advance and charge rolls
+1 to hit when targetting clossest ennemy unit
+1 movement & strength
Ignore CA/Fallback and shoot/fallback and charge; but with -1 to hit for the rest of the turn (All uncompassing; unmarked specific, so no marks allowed)
WE
Not in the codex
Datasheet info:
Chaos lord
base loadout is thunderhammer and plasma pistol
has access to all melee weapons
can only have bolt or plasma pistol
Abbadon
8A s10 ap4 d3, 6+ to wound cuases d3 MW (drachnyen pierce)
16A s7 ap4 d1 (drachnyen sweep)
always fights first
-1 to wound
first failed save reduced to 0 damage
+1s on the charge
can only take max 3 damage per phase
full rerolls
charge bonus
supposedly very pricy (would be around 300 ish points)
Disco lord
+1 to hit VEHICULES in melee
Bs2 ws2 s4 t6 9w 6A LD9 2+/5++
Limited to 1 and cant get multiple boosts (i don't understand what this means yet)
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
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. Happens in the command phase.
Warpsmith
Can heal vehicules
+1 to hit for VEHICULES for shooting
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
cast 1 prayer (stratagem to cast another prayer)
no longer has illusionory supplication
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"
Sorcerer in terminator armor
can have a chaos familiar
Cultist HQ squad
its a squad, with a banner, a priest and a psyker, + some extra bullet catchers
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
Lucius
gains 3 additional attacks
+1 damage if fighting a unit with a 3+ WS
Harken
can make a raptor unit reroll hit and wound
Huron
Gains a toughness,wound, attack & leadership
His claw doubles his attacks instead of being a powerfist.
Cypher
In the codex
can only be hit on a 4+
CSM legionaries (5-10)
legionaries is the new name for the csm troop unit choice
same profile as before but 2W and 2a (3a on the AC)
Ld9
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
Cultist
10-20
Accursed cultists
a squad made of a mix of big mutant and small mutants
3-6 big models per unit
5-10 small models per unit
big mutant at S5 t4 1W & ap2 in melee
small mutant are S4 t4 1W & 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
noise marine weapons are GOOD
Fallen
No in the codex
Exalted Champion
Same loadout as the model (power axe, combi melta & pistol)
Is elite and is now a lieutenant (rerolls 1 to wound @6")
Cannot change loadout
Hits better, more wounds, more attacks
Chosen (5-10)
3w
Stat wise similar to CSM troops (6'' S4 T4 3+/no invul)
WS 3+/BS 3+/ 3A (champion 4a)
can take icon
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 (5-10)
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 (5-10)
9'' s5 t5 3w 5a 3+/5++
Melee Suser ap2 d2
Take 2 slots in transports
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
Mutilators
no longer in the book
Warp talon (unit 5 to 10)
lost cancel overwatch
gained no fallback
5a (these are total with claws)
Raptors (unit 5 to 10)
still have the -1LD aura
+2a
Chainsword and pistol
Up to 2 special weapons
Up to 2 plasma pistols
Champ
Can take plasma pistol
Power sword or fist
Venomcrawler
is now FA
12" bs3 ws2 s7 t7 9w 6a 3+/5++ (no longer degrades)
Assault 3 s6 ap2 d2
Melee Suser ap3 d2
now gives +1 to psychic tests
Bikers (unit 3 to 9)
14" bs3 ws3 t5 3w 3a ld9 3+
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
Obliterators (1-3)
5" bs3 ws3 t5 5w 4a ld9 2+/5++
have essentially big guns never tire(shoot into engagement range with -1 to hit)
Not core
ignore modifier for heavy weapons
armed with powerfists without -1 to hit
24'' range
Has 3 shooting profiles:
Heavy 9+d6 s5 ap1 d1
Heavy 3+d3 s7 ap2 d2
Heavy d3 s9 ap3 d4
Havocs (5)
exactly the same as right now but 2w
Noctilith Crown
T8 14w
Lash has 8 shots and improved strength but degrades
Increasing aura every turn of -1l/4++ vs shooting
PRIEST & PSYKER within 9" can perform an ACTION: perform leadership test, if equal or below, gain 1 CP, can also replace 1 prayer or 1 spell
Other:
The combat patrol is Legionaries/Havocs/Helbrute/Dank apostle
No way of giving jump pack to characters
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
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
Finally here are the units that have a native -1ld @6" aura (these stack among each other):
Daemon prince
Accursed cultists
possessed
Chaos spawn
Raptors
DAEMONKIN Keyword:
Obliterator
Master of possession
Possessed
Warp talon
These previously released Chaos Space Marine Rumors are panning out real well, and they were updated a couple days ago.
Here is the latest Chaos Space Marine Rumors.......
via Clockworkchris on B&C
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''; turn 1: Heavy/grenade/Rapid fire
Massacre ''Doctrine''; turn 2-3: Rapid fire/assault/pistol
Slaughter ''Doctrine''; turn 4-end: pistol/melee/assault
Marks:
Can only be applied to CORE & CHARACTERS
cost points
Marks provide the keyword and a daemonic gift
''Daemonic Gifts'': (Included with mark)
Khorne: +1S on the charge
Nurgle: -1 to wound, IF S=T or S/2>=T
Tzeentch: ignore all damage on first missed save (this is per unit per turn)
Slaanesh: fight first in the fight phase
Icons: (purchaseable upgrade)
vengeance +1 CA
wrath +1ap melee
flame +1ap shooting
excess +1 to hit melee
despair 6s to hit = autowound
Prayers
basic prayer still reroll all hits in melee
+1 to wound in melee
1-3 hits always fail, no rerolls allowed
6" aura when doing leadership test roll 2d6 discard the highest & fail action & fight last
+1 to hit (GONE)
5++ buble is gone you said (GONE)
priest gets +2a(was +3) and +2ap in addition to weapon weapon ap
Tzeentch: +d3 wounds (GONE)
Slaanesh: advance and charge
Khorne: S+2 (GONE)
Nurgle: T+2 (GONE)
Hereticus discipline:
warptime still there but no charge
+1 to hit
no invul on 1 ennemy unit
1 model get s+2 & +1a
3d6 each 4+ = 1mw
if d6 is bigger then T, then d3 MW and units within 6" take 1mw on a 4+
Tzeentch 4++
Slaanesh 5+++
Nurgle -1 to hit
Warptime: unit affected by warptime cannot charge afterwards
Malefic discipline:
DAEMONKIN unit: warptalon, MoP, possessed, obliterators
+1 to wound
Bring back a DAEMONKIN model
4+ inv to DAEMONKIN units and enemy's take mortals if they charge
Beat the models toughness on d6 destroy it
6's to hit auto wound for a DAEMONKIN unit
+1 str or toughness (or both if rolled high on test)
Generic WLT
for the puposes of CA ennemy units always count as if at half strength
Generic Stratagems
for bolt rounds +6" & +1ap for the unit
JUMP unit : Mw on the charge
JUMP unit : -1 attack
daemonforge: +1 BS/WS for daemon engines
bikers, if they advance -1 to hit
nurgle only transhuman physiology 4+
Legionnaires can shoot or fight twice (only source of fight/shoot twice strats)
+1 to hit to CHOSEN or TERMINATORS
fire frenzy: HELBRUTE at the end of the shooting phase, if it was hit, can fire at the unit that shot at it or shoot at the nearest ennemy unit
Another character can have a WLT
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
+1 CA to ennemies & always consolidate 3" in any direction, even if touching base to base
the horrible warlord trait of once per battle you can reroll 1 dice for hit, wounds, advance, charge and saves has been changed. It is now once per turn you can auto 6 a dice for hit, wound, advance or saves
+D3 attacks & warlord is considered always in the slaughter phase... this is evil on a disco lord
+1 to armor and invul saves in terrain is GONE
fall back and charge + -1 to hit is GONE
Relics
FLY relic (daemon prince only it seems): moving over or charging units causes d3 MW on a 2+
claws of the black hunt are back but jave been renamed, S+1 ap3 D2, does not gain reroll wounds instead gains ennemies canoot use rules that ignore wounds
vox daemonicus is 12" no deepstrike & ennemies must pass a leadership test or cannot perform actions or psychic actions; infantry only
flayer is still there and seem to be exactly the same
stormbolt plate, infantry only, 2+ save and untargetable beyond 12"
Stratagems
Vox scream: cancels AURAS
units in deepstrike or strategic reserves count themselves as 1 turn earlier. 1cp fo infantry & bikers; 2cp for daemonkin
no fall back strat
fall back and charge
-1 to hit if fired upon
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
if you slay the ennemy warlord, +1 CA to ennemies for the rest of the game
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
Stratagems
5+++ vs MW
-1 damage for core infantry & daemonkin.
reduce incoming ap strat is GONE
cultist bodyguards are still there
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)
Stratagems
no more strat for possessed +1d
the auto pass psyker spell is still there
the auto save strat has been changed to take 0 damage instead
they have 2 strats that affect daemonkin or possessed
BL
ignore CA
+1 to hit when charge or shoot closest unit
Wanton Massacre: rapid fire/assault/pistol = exploding 5s (hit) (Super doctrine)
Stratagem
strat that lets you change a units legion for a turn.
1 unit can be considered destruction/massacre/slaughter at the same time, core units only
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
WLT
sniper warlord trait
redeploy for up to 3.units
a cultist buff
i am alpharius is still there
relics
one turn for battle ennemy strats cost +1cp on a 4+
power sword with dd3 and causes -1 to hit (GONE)
bolt weapons wounds on +2(except vehicules and titanic), ignores cover
the combi bolter relic must be gone since no way foe HQ to get combis (GONE)
+2 armor, and transhuman
armor with 3d6 movemebt that can "ghostwalk" through units(still there)
Stratagems
the sabotage strat is now auto explode
fall back and shoot
12" deepstrike denial
shoot a unit that deepstrikes nearby
forward operatives, pregame move
conceal is replaced with untargetable beyond 12"
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
Side note, this matches up with a 4chan leak that said TH chosen could hit on 2s with EC (legion trait+icon of excess)
Noise Marines are troops
dont need to pay for slaanesh marks
Stratagems
honour the prince is still there
the sonic weapons strat does mortal wounds now, no longer +1s +1d
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
After charging, in melee 6s to hit autowound (khorne specific)
In melee or shooting, reroll 1 wound or 1 damage (tzeentch specific)
+1 to wound vs half strength unit (nurgle specific
+1ap on a 6 to wound unmodified (slaanesh specific)
+1 to advance and charge rolls
+1 to hit when targetting clossest ennemy unit
+1 movement & strength
Ignore CA/Fallback and shoot/fallback and charge; but with -1 to hit for the rest of the turn (All uncompassing; unmarked specific, so no marks allowed)
WE
Not in the codex
Datasheet info:
Chaos lord
base loadout is thunderhammer and plasma pistol
has access to all melee weapons
can only have bolt or plasma pistol
Abbadon
8A s10 ap4 d3, 6+ to wound cuases d3 MW (drachnyen pierce)
16A s7 ap4 d1 (drachnyen sweep)
always fights first
-1 to wound
first failed save reduced to 0 damage
+1s on the charge
can only take max 3 damage per phase
full rerolls
charge bonus
supposedly very pricy (would be around 300 ish points)
Disco lord
+1 to hit VEHICULES in melee
Bs2 ws2 s4 t6 9w 6A LD9 2+/5++
Limited to 1 and cant get multiple boosts (i don't understand what this means yet)
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
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. Happens in the command phase.
Warpsmith
Can heal vehicules
+1 to hit for VEHICULES for shooting
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
cast 1 prayer (stratagem to cast another prayer)
no longer has illusionory supplication
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"
Sorcerer in terminator armor
can have a chaos familiar
Cultist HQ squad
its a squad, with a banner, a priest and a psyker, + some extra bullet catchers
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
Lucius
gains 3 additional attacks
+1 damage if fighting a unit with a 3+ WS
Harken
can make a raptor unit reroll hit and wound
Huron
Gains a toughness,wound, attack & leadership
His claw doubles his attacks instead of being a powerfist.
Cypher
In the codex
can only be hit on a 4+
CSM legionaries (5-10)
legionaries is the new name for the csm troop unit choice
same profile as before but 2W and 2a (3a on the AC)
Ld9
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
Cultist
10-20
Accursed cultists
a squad made of a mix of big mutant and small mutants
3-6 big models per unit
5-10 small models per unit
big mutant at S5 t4 1W & ap2 in melee
small mutant are S4 t4 1W & 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
noise marine weapons are GOOD
Fallen
No in the codex
Exalted Champion
Same loadout as the model (power axe, combi melta & pistol)
Is elite and is now a lieutenant (rerolls 1 to wound @6")
Cannot change loadout
Hits better, more wounds, more attacks
Chosen (5-10)
3w
Stat wise similar to CSM troops (6'' S4 T4 3+/no invul)
WS 3+/BS 3+/ 3A (champion 4a)
can take icon
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 (5-10)
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 (5-10)
9'' s5 t5 3w 5a 3+/5++
Melee Suser ap2 d2
Take 2 slots in transports
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
Mutilators
no longer in the book
Warp talon (unit 5 to 10)
lost cancel overwatch
gained no fallback
5a (these are total with claws)
Raptors (unit 5 to 10)
still have the -1LD aura
+2a
Chainsword and pistol
Up to 2 special weapons
Up to 2 plasma pistols
Champ
Can take plasma pistol
Power sword or fist
Venomcrawler
is now FA
12" bs3 ws2 s7 t7 9w 6a 3+/5++ (no longer degrades)
Assault 3 s6 ap2 d2
Melee Suser ap3 d2
now gives +1 to psychic tests
Bikers (unit 3 to 9)
14" bs3 ws3 t5 3w 3a ld9 3+
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
Obliterators (1-3)
5" bs3 ws3 t5 5w 4a ld9 2+/5++
have essentially big guns never tire(shoot into engagement range with -1 to hit)
Not core
ignore modifier for heavy weapons
armed with powerfists without -1 to hit
24'' range
Has 3 shooting profiles:
Heavy 9+d6 s5 ap1 d1
Heavy 3+d3 s7 ap2 d2
Heavy d3 s9 ap3 d4
Havocs (5)
exactly the same as right now but 2w
Noctilith Crown
T8 14w
Lash has 8 shots and improved strength but degrades
Increasing aura every turn of -1l/4++ vs shooting
PRIEST & PSYKER within 9" can perform an ACTION: perform leadership test, if equal or below, gain 1 CP, can also replace 1 prayer or 1 spell
Other:
The combat patrol is Legionaries/Havocs/Helbrute/Dank apostle
No way of giving jump pack to characters
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
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
Finally here are the units that have a native -1ld @6" aura (these stack among each other):
Daemon prince
Accursed cultists
possessed
Chaos spawn
Raptors
DAEMONKIN Keyword:
Obliterator
Master of possession
Possessed
Warp talon