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Chaos codex release date 8/5/17


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Here's a few things that stand out to me:

 

Plague Marines are now a capable elite melee option that is troops for DG and can still tote very nice anti-vehicle special weapons.

 

Iron Warriors are actually the most effective mass infantry army due to giving fearless with their warlord trait. They've basically ended up being what they were supposed to be, while also eclipsing the roles of black legion and word bearers. While their legion trait is a bit weak, their warlord trait and artifact are incredible.

 

The large amount of buffing psychic powers and now cheaper aura characters are a big argument to use cheap but efficient units, such as cultists.

 

Psychic power buffs and stratagems give a reason to run bigger units, whereas everything else incentivizes MSU.

 

The top options are going to me Alpha Legion, Emperor's Children, Iron Warriors, Renegades, and World Eaters. And probably in that order.

 

The artifact weapons are fairly underwhelming compared to a normal weapon and one of the passive buffing artifacts. Especially if you are Slaanesh and can take Intoxicating Elixer.

 

If the Warp Smith point reduction to 45pts is true, I'm super interested in running triple dakka predator with a warp smith, and using Kill Shot every turn to flatten their armor.

 

Chaos Boon is amusing but probably never worth using. But the Spawn or Prince you get from it specifically don't cost reserve points.

 

Daemonforge stratagem (daemon engine rerolls hits and wounds for a phase) is incredible. Daemon engine focused lists may be viable simply because of this, as their main drawback has been their 4+ WS and BS. Auras also help.

 

The stratagem that lets you spend a CP to replace a Psyker's power with a different one can be used to give Thousand Sons aspiring sorcs powers other than smite. If it is also true that they got cheaper, then it could be worth dropping a few CP to give those squads nasty powers.

 

Gift of Chaos can be used to target specific models even if they aren't characters. Squad leader sniping is back on the menu, boys!

 

I want to see if a Lost and the Damned style army can work: lots of big cultist squads being buffed by lots of cheaper aura HQs and psykers (Exalted Champion, Dark Apostle, Sorcerers.)

 

The Slaanesh Feel No Pain power, nurgle -1 to hit power, and tzeentch +1 invul (or 5+) can be used on vehicles. With that and some cheap warp smiths, you may be able to make some vehicles very difficult to crack. More reason to be interested in Iron Warriors style.

 

Helbrutes are going to be great. They get Legion Traits, their own Stratagem, and can benefit from auras and psychic buffs. Especially the Emperor's children one, which can swap it's multi melta for 2 blast masters via Forgeworld rules. Then use their stratagem to shoot twice.

 

Having two armies with that -1 to hit units more than 12" away rule (Alpha Legion and Raven Guard) may seriously limit the effectiveness of full ranged armies in the meta.

 

Troops are going to be important given the Scoring change. Normal CSM are just not that great though, due to limited offensive ability. So I predict it's going to be all about Cult troops and Cultists. Or perhaps Brimstone Horror spam, especially if they really were reduced to 1pt a model.

 

Power fist point reduction means single claws have no role, despite their own point reduction. Dual claws probably have no role either, except on Characters who can get strength buffs.

 

It looks like taking Daemons interferes with Legion Traits, so they need to be in their own detachment, or summoned.

 

Noise Marines might be the best troops ever.

 

After seeing the plague marine expanded weapon options, I'm really curious to see the DG and 1ksons codices.

Edited by Drudge Dreadnought
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56) Excess of Violence - If a Noise Marine is slain by conscripts in the fight phase while under the effect of EoV, throws a Frag Grenade with Music of the Apocalypse, and kills 4 conscripts, then he will throw four more frag grenades before being removed as a casualty.  An unlikely circumstance, but cool if it happens

Keep in mind that you can't throw the Grenade at the Conscripts in that case tho.

As per the FAQ:

Q: If a Noise Marine is slain whilst its unit is within 1" of an

enemy unit, can he use his Music of the Apocalypse ability to

shoot the unit that is within 1"?

A: Yes, but only with a Pistol.

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Now I want to take a Hellwright, make him an Iron Warrior for that sweet fearless warlord ability, and take lots of cultists... no need to mess with the 'uncertain worth' faffery that Renegade Militia get saddled with. 

I have always been a Death Guard player in my heart of hearts, but I tell you what... the sons of Perturabo are looking look pretty dang cool right about now. 

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Talking about those Plague Marine options, here are all the new stuff for em:

 

Plague Spewer - 8" / Heavy D6 auto hits / S5 / AP 1 / D1 / Plague Weapon

Plague Belcher -8" / Assault D6 auto hits / S4 / D1 / Plague Weapon

Flail of Corruption - +2S / AP2 / 2D / Plague, D3 hit rolls, damage carries over

Great Plague Cleaver - x2S / AP3 / D6-D/ Plague, -1 to hit

Mace of contation - +2S / AP1 / 3D / Plague, -1 to hit

Bubotix Axe - +1S / AP1 / 1D / Plague

 

Also: Vectors of Death & Disease: Plague Marine euipped with two plague knives or

a plague knife + bubotic axe has attack 2 instead of 1.

 

I'm so so sooo looking forward to the DG codex right now. This almost feels like a preview. <3

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I'm done with my long long list.

 

As a black legion player, I'm really disappointed with that artifact.  A single shot for d3 mortals doesn't seem to be worth the slot.  Maybe if it were d6 mortals, rolling twice and taking the highest?  Or if it could be used every turn?  As it is, I can't imagine ever using it.  Some of the generic artefacts are nice, so I'm not throwing a fit or anything, but still.  That was one of the least used artefacts from our last book... and lore wise wasn't it already destroyed?

 

Blah, what I wouldn't have given for a unique suit of terminator armor, or a proper black sword.  I have to say, I'm somewhat bitter that we have to burn artefact slots for anything better than a basic power weapon or fist.  Why the heck don't we get master crafted weapons?  We've had them in the past?

 

Lots of good stuff, though.  I like several of the stratagems.  And the alpha's warlord trait is great.

The Lord of Skulls is fully 100 points cheaper, and for just 1 command point can re-roll all failed hit and wound rolls for a phase.

Hey Malisteen (or anyone else), I watched the video but it ended before he got to the points (I thought he was not allowed to show it). Is it the same video? I would very much like to see the points, so if anyone has a different link it would be much appreciated!

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So based off the review and what we've seen so far which legion excels at what now?

World Eaters: melee centric army

Iron Warriors: MEQ/GEQ resilient Horde with shooting

Night Lords: Deep strike. Precision murder strikes.

Alpha Legion: medium to long range really with options for strikes (omg that strategem+berzerkers!)

Black Legion: fast moving shooting. Champion centric.

Emperors Children: the shooty army with counter attack.

Word Bearers: daemons+elite marines.

 

Some things sticking out at me

Alpha legion havocs with mon and sorcerer at -2 to hit good luck shifting them (orks 7+ to hit... dam) . Same can be done with Night Lords with a stratagem.

Alpha legion berzerkers.. dam... just dam.

Iron warrior cultists chaff screen. When finally whittled down. Remove the last few from the table and bring them back on via

Stratagem (Chekhov eat your heart out).

Iron warrior's marine horde. Add slaanesh sorcerer 3+5++6++ with no morale.

 

What about obliterators now? The weapons have doubled I effectiveness. What do people think? They look more tempting deep struck 24" as the big distraction.

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I'd say EC as always excells at anti-GEQ. We just love to bully the weak. Especially from the IoM and it doesn't matter for us whether we do it with shooting or in melee. :tongue.:
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So it looks like you no longer pay for the sorcerer in a rubric squad(aka hes the same cost as a rubric)

I'm hoping this is the case and they did not goofy and go OH ya here is the cost for the Aspiring Champ.  But if this is the case and the TS codex will have the minor psychers reduced in cost that would be very nice.  

 

 

Here's a few things that stand out to me:

 

If the Warp Smith point reduction to 45pts is true, I'm super interested in running triple dakka predator with a warp smith, and using Kill Shot every turn to flatten their armor.

 

This is key as you really don't have a good ranged support units in CSM besides havocs.  Even with obits going to assault 4 the range is what keeps them from being really good.  The predator even in the SM codex I feel is one of the top dogs.  In the CSM codex you have Havocs and Predators at the top and way down is everything else for long ranged or heavy fire support.  

 

Kill shot is the same as the SM codex and this stratagem is stupid good.  When attacking vehicles or monster add 1 to wound rolls and damage. So heavy bolters are wounding T7 and T8 monsters or vehicles on 4s and doing 2 statics damage vs 1.  Plus Havoc launcher makes me simile with this.  

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Just noticed that the Plague Marine Champion can't take stuff from the Champion equipment. So no more Combi-Weapons on him! :( It's also strange that he can't take any of the new melee weapons like the flail etc.

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They make you pay to watch their games ? Dudes. Don't pay for that. That's anti-consumer to the max.

It's provided through twitch and that's what costs the $5 plus I think you can watch them live if you are into that kind of thing. If you already have an Amazon Prime account then you can get access to twitch without the additional paywall. So it's not terrible.

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ok, going though the review, items of note so far:

 

List got long, gonna sblock it

 

 

1) Exalted Champions are real

 

2) the base wargear list is the same - so no daemon weapons outside of artefacts, no master crafted weapons, the same awkward wording on champion gear that makes it sound like if you take a bolter/combi bolter then you can't take any other weapons (no combi bolter/power weapon, can't even take a bolter+bolt pistol like regular dudes)

 

- psychic powers -

 

3) nurgle power buffs a nurgle heretic astartes unit w/in 18" cast on a six, until your next psychic phase attacks against that unit suffer -1 to hit.  very nice.

 

4) other psychic powers are as previously spoiled elsewhere

 

- unit profiles -

 

5) abby looks the same apart from the bonus command points

 

6) bile looks the same

 

7) doom sirens are assault d6 instead of d3 now

 

8) cypher and fallen look the same.  the prohibition against fallen rhinos (or anything else apart from cypher and the special fallen unit) remains.

 

9) huron grants a single extra command point if he's your warlord, otherwise looks the same to me

 

10) daemon prince is power rating 8, or 9 with wings, otherwise looks the same as the current CSM version to me.

 

11) lord looks the same to me

 

12) termi lord is power 6 instead of 7

 

13) regular sorcerer is power 6 instead of 7

 

14) termi sorcerer looks the same

 

15) NO LORDS OR SORCERERS ON DAEMONIC STEEDS (though they should still be legal with current rules)

 

16) NO LORDS OR SORCERERS ON BIKES (again still playable out of the index)

 

17) exalted champion is there, power armor only, 4 wound hero, same power rating as a lord tho.  gets to reroll failed hits against enemy characters.  grants aura that lets friendly legion units w/in 6" reroll ALL failed wounds, not just ones, but ONLY in the fight phase

 

18) smiths are power 5 instead of 6

 

19) basic CSMs look the same

 

20) cultists look the same

 

21) rules are included for each of the four primary daemon types, for summoning I guess.  They do not have the heretic astartes faction keyword.

 

22) I am not familiar enough with their rules to say if they look any different.

 

23) extra batches of berzerkers are +4 power rating instead of +5, otherwise they look the same to me.

 

24) rubric marines are 7 power rating instead of 8 for the first five, but +7 instead of +6 for extra batches.  Look the same to me otherwise.

 

25) plague marines have a lot more equipment options in melee.  They can trade their bolters for an axe (S+1 AP-2 D1; plague weapon; +1 attack for having the knife in the off hand), or a second plague knife (+1 attack with their other knife).  Up to two can replace their bolters with maces (S+2 AP-1 D3 -1 to hit; plague weapon; +1 attack for having the knife in the off hand) AND the previously mentioned axe,  and two more can replace their bolters with cleavers (Sx2 AP-3 Dd6; plague weapon) or flails (d3 attacks for every attack on the users profile; S+2 AP -2 D2; excess damage isn't lost, just roll it onto the next model in the unit; plague weapon).  these melee upgrades are in addition to the prior special weapon options.  the champion doesn't get any of these special melee upgrade options, but their power fist is in addition to all their other weapons, so they can have fist, plasmagun, and plague sword in case they don't want to take the penalty to hit from the fist.  Power rating stays 7, I cannot make out the power cost for extra batches.

 

26) Noise marines are 6 power instead of 7, doom sirens d6 hits instead of d3, I can't make out any other changes or not

 

27) chosen are one power rating cheaper both at base cost and for batches, otherwise look the same to me

 

28) mutilators are power 7 instead of 10, looks like a hefty points drop will be coming their way.  cannot see anything else.

 

29) terminators look the same

 

30) possessed are 2 wounds instead of 1, same power, can't really see whether anything else is changed

 

31) helbrute is power 7 instead of 8, otherwise looks the same

 

32) bikers are power 5 instead of 7, otherwise look the same

 

33) spawn look the same

 

34) raptors are power 6 instead of 7, can't see any other changes

 

35) warp talons are power 7 instead of 9, look the same otherwise

 

36) havocs look the same

 

37) oblits have twice as many shots, otherwise look the same as before.  That means that, at worst, they're armed with reaper autocannons, with the potential for up to 4 shots each at S9, AP-3, D3.  still unreliable, but double the output from before at the same cost may move them up to usable.  We'll see.

 

38) land raider looks the same.

 

39) Defiler is power 11 instead of 16, a whopping 5 power less, discount of almost a third if points follow suit.  Otherwise looks the same.

 

40) Forgefiend is power 9 instead of 10, otherwise looks the same.

 

41) Maulerfiend looks the same.

 

42) Vindicator is power 8 instead of 11, cannot make out if there are any other changes.

 

43) Predator is power 9 instead of 10, otherwise look the same.

 

44) can't make out rhino at all.  Power rating stays the same at least.

 

45) heldrake looks the same.

 

46) LORD OF SKULLS IS POWER RATING 29 INSTEAD OF 39.  If the points follow suite, it will be fully 25% cheaper.  I don't see any other changes, but cannot make it all out.

 

- faction/subfaction rules -

 

47) As previously spoiled, Pure-CSM detachments (not the regular daemon units do not count even though they appear in the book as they don't have the legion keyword) gain the same objective secured style rule as vanilla space marines

 

48) Legion traits look to be as spoiled previously.  Of the ones not already previewed, that's ATSKNF for Word Bearers, -1 to hit Alpha Legion units more than 12" from the shooter, and Renegade Chapters can advance and Charge.

 

49) Fallen units and Bile, as spoiled previously, can be ignored when determining if your detachment qualifies for legion goodies, but cannot benefit from those goodies themselves.

 

- stratagems

 

50), gods, there are so many stratagems....

 

51) EDIT - never mind, I was able to read this below

 

52) Flakk Missile - 1CP - use on a single Heretic Astartes model with a missile launcher targeting a flyer in the shooting phase.  Instead of firing normally, the user makes one attack at +1 to hit that causes D3 mortal wounds if it hits.

 

53) Fire Frenzy - 1 CP - use on a helbrute in the shooting phase and only if it stood still in the movement phase.  It shoots all its weapons twice, but can only target the closest visible enemy unit.  Remember, Leviathans are helbrutes, now.

 

54) Forward Operatives - 1 CP - Alpha Legion only, use during deployment on an Alpha Legion infantry unit.  Don't set them up normally.  Instead, after deployment but before the first turn, set them up anywhere on the table more than 9" from any enemy models.

 

55) Dark Pact - 1 CP - Word Bearers only, use when one of their characters attempts to summon daemons, may re-roll the dice, and does not suffer wounds on doubles or triples

 

56) Excess of Violence - 1 CP - Emperor's Children only, use on an Emperor's Children unit in the fight phase, each time the model slays an enemy model, it can make another hit roll with the same weapon against the same target.  This hit rolls can't generate more hits.  Note that hit rolls from DttFE cannot trigger extra attacks from EoV or vice versa.  However, attacks from Music of the Apocalypse can, so long as the Noise Marine was slain and is making those attacks in the fight phase.  If a Noise Marine is slain by conscripts in the fight phase while under the effect of EoV, throws a Frag Grenade with Music of the Apocalypse, and kills 4 conscripts, then he will throw four more frag grenades before being removed as a casualty.  An unlikely circumstance, but cool if it happens

 

57) Demon Shell - 1 CP - use on a CSM character before firing a bolt pistol, bold gun, combi bolter, or the bolter part of a combi weapon.  Make a single hit roll with no rerolls allowed, if you hit deal D3 mortal wounds to the target, if you miss the character suffers D3 mortal wounds instead.

 

58) Gifts of Chaos - 1 or 3 CP - use before battle for 1 or 2 extra artifacts respectively.  Still only one of any given artifact, and only one on any given character.

 

59) Beseech the Dark Gods - 1 CP - use at the start of any of your turns on an unmarked CSM unit with the <mark of chaos> keyword.  Pick a mark, they have it now.  No word on what happens to non-mark only gear like the icon of vengeance.

 

60) Chaos Boon - 1 CP - ok I can read it now.  Use at the end of a fight phase on a CSM character that isn't a daemon prince and that killed an enemy character, monster, or vehicle in that phase. roll 2d6 and consult the chart: 2 - the character dies, but you get a consolation spawn; 3 - add 6" to their ranged weapon ranges; 4 - add 3" to their move stat; 5 - +1 strength; 6 - +1 attacks; 7 - choose any result you want other than 2 or 12; 8 - enemies suffer -1 to hit rolls against the character in melee; 9 - +1 to saving throws; 10 - +1 toughness; 11 - +1 wounds; 12 - the character dies, but you get a consolation Daemon Prince.  Spawn and princes created by this stratagem don't cost reserve points.

 

61) Blasphemous Machines - 1 CP - use on a CSM vehicle in the shooting phase, it ignores the hit penalties associated with heavy and assault weapons

 

62) Veterans of the Long War - 1 CP - use on a CSM infantry or bike unit in the shooting or fight phase; the unit gains +1 to wound rolls that turn.

 

63) Grandfather's Blessing - 2 CP - use on a CSM Nurgle Infantry or Biker unit at the end of your move phase.  An injured model in the unit regains d3 wounds.  If there are no injured models in the unit, restore one slain model to the unit with one wound remaining

 

64) The Great Sorcerer - 1 CP - use on a CSM Tzeentch Psyker at the end of your psychic phase to immediately attempt one additional psychic power

 

65) Tide of Traitors - 2 CP - use at the end of your movement phase on a cultist unit.  Remove the cultist unit from the table, redeploy it at its original starting strength within 6" of your board edge and more than 9" from any enemy.

 

66) Linebreaker Bombardment - 1 CP, use on a trio of chaos vindicators during the shooting phase.  None of them shoot normally this turn.  Instead pick a point within 24" of all of them and roll a die for each enemy unit within 3" of the point (-1 for characters, +1 for units of 10+).  On a 4+, the unit suffers 3d3 mortal wounds.

 

67) Killshot - 1 CP - use on a trio of chaos predators during the shooting phase.  They all gain +1 to wound monsters and vehicles that phase.

 

68) Daemonforge - 1 CP - use on a chaos daemon vehicle in the shoot or fight phase to re-roll all failed hit and wound rolls that phase.  I'm imagining this on a Lord of Skulls and laughing.

 

69) Chaos Familiar - 1 CP - use on a chaos marine psyker at the start of the psychic phase to swap out one of their powers for another form the CSM psychic powers list

 

- artefacts - 

 

70) Murder Sword - replaces a power sword, S+1 AP-4 D1.  Pick an enemy character at the start of the game and tell your opponent.  Against that character the sword inflicts a mortal wound on every hit instead of normal damage.

 

71) Puscleaver - nurgle only - replaces a power sword, S user AP-2 Dd3, wounds non-vehicle models on a 2+ regardless of toughness.

 

72) Intoxicating Elixer - slaanesh only - +1 Srength and attacks

 

73) Eye of Tzeentch - tzeentch psyker only - +1 to cast smite

 

74) Talisman of Burning Blood - khorne only - can advance and charge, can re-roll failed charges

 

75) Axe of Blind Fury - khorne only - replaces a power axe, S+3 AP-3 Dd3, hit rolls of 1 cannot be re-rolled or modified and will hit friendly units within 1" of the character if there are any (otherwise will miss normally - you won't hit yourself)

 

76) Black Mace - replaces a power maul, S+3 AP-2 D2, for every model slain roll a die, on a 6 that models unit suffers an extra mortal wound at the end of the phase

 

77) Eye of Night - black legion only - 1/game instead of shooting other weapons in the shooting phase make a single attack against an enemy vehicle within line of sight, on a 2+ it suffers d3 mortal wounds.  Frankly, I find this extremely disappointing.

 

78) Cursed Crozius - word bearers only - replaces a power mace, S+2 AP-2 D3, re-roll failed wound rolls against Imperials

 

79) Blade of the Hydra - alpha legion only - replaces a chainsword, S+1 AP? D?, +d3 attacks with this weapon in melee

 

80) Blissgiver - emperor's children only - replaces a bolt pistol, 6" range, assault d6, S user, AP-1 D1, can be fired in melee, if it woulds a character without killing them roll a d6 at the end of the phase and on a 6 they suffer d3 mortal wounds

 

- warlord traits - 

 

81) Eternal Vendetta - Huron always takes this -  re-roll failed wound rolls for your warlord in the fight phase against Adeptus Astartes units

 

82) Flames of Spite - If your warlord rolls a 6+ to wound in the fight phase, the target suffers a mortal wound in addition to other damage.

 

83) Lord of Terror - Bile always picks this - enemy units that test morale within 6" of your warlord roll two dice and take the highest

 

84) Exalted Champion - your warlord gains +1 attack

 

85) Unholy Fortitude - your warlord gains +1 wound and ignores wounds suffered on a 6+

 

86) Hatred Incarnate - you can re-roll wound rolls of 1 made by your warlord

 

87) Stimulated by Pain - emperor's children only, lucious always takes this - your warlord gains +1 attack for every wound suffered, up to +3 max.  Healed wounds remove the bonus attacks as well.

 

88) Abaddon always takes the black legion trait if he's your warlord

 

89) Khârn always takes the World Eaters trait if he's your warlord

 

89) Voice of Lorgar - word bearers only - +3" aura range

 

90) I Am Alpharius - Alpha Legion only - pick a chaos marine warlord trait in addition to this one.  If your warlord dies, pick a new Alpha Legion character to be your warlord, and give them this warlord trait (including choosing an additional CSM warlord trait for them).  Your opponent only counts as slaying your warlord if you run out of Alpha Legion characters to pass this trait to.  I love it.

 

91) Cypher can be your warlord, but doesn't get to have a warlord trait at all

 

- points -

 

92) I'm too tired to try to make out any points costs, but the lord of skulls at least is fully 100 points cheaper before considering weapons

 

 

Thanks for the note Mel & really grateful for this.

 

Really like what I've seen.  I've like the Exalted Champion been brought in, just with 3.5 era having a Lt as another HQ chose.  Already got a few conversion plans & after seen the Iron Warrior art work in one of the review where they are carry a hammer.  See if I can get that ready in time for Throne of Skulls.

 

Got a local tournament next week, so bit gutted I'm going have to wait until 8pm-8.30pm until I can get around to getting my codex & Black Legion novel. 

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Someone saw the point cost page ? Their is some cute point reduction in PL but coudnt see the point (Defiler for example). 

 

Exalted Champ is kinda sweet. You could take doucle melee weapon with him but it will be useless without a rules saying otherwise (expect for taking two different melee weapon and switch between target, but seems useless). 

 

Warp Talon got regular claw now, but they get a Warp Talon Champ with one more attack. 

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