Clockworkchris Posted March 28, 2022 Share Posted March 28, 2022 Its in the command phase TheGodOfHammers 1 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808950 Share on other sites More sharing options...
Slave to Darkness Posted March 28, 2022 Share Posted March 28, 2022 Any idea what the max unit size is for non HQ mortal units? Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808961 Share on other sites More sharing options...
Clockworkchris Posted March 28, 2022 Share Posted March 28, 2022 Any idea what the max unit size is for non HQ mortal units? Asking for the accursed cultistncaus normal cultists will still be the same as TS and DG TheGodOfHammers 1 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808964 Share on other sites More sharing options...
Toldavf Posted March 28, 2022 Share Posted March 28, 2022 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 Ok so our strats seem mostly solid (they already where) loosing from the night is hit and miss as we are getting army wide +1 to charge anyway. Rerolls on higher leadership seems good as most of the army is ld 9, it will probably be limited to core units but may include characters if we are lucky. still 6 out of our 8 strats (vox scream and the turn 1 deep strike) seem more than just useable (night lords remain cp heavy yaaaay) and that is pleasing to me. Plasma bikes are going to be low risk/high reward with "prey on the weak" 8-9 overcharged shots with re-roll to hit will ruin meq. TheGodOfHammers 1 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808971 Share on other sites More sharing options...
Prophet of the Despoiler Posted March 28, 2022 Share Posted March 28, 2022 Any black legion rumours ? Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808975 Share on other sites More sharing options...
Warsmith Anarax Posted March 28, 2022 Share Posted March 28, 2022 Some clarification on some datasheets, the crown is supposed to give a 4++ but does the range expand every turn like it does now? And does the disco give +1 to hit rolls for daemon engines in close combat only? Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808978 Share on other sites More sharing options...
Warsmith sargos Posted March 28, 2022 Share Posted March 28, 2022 Some clarification on some datasheets, the crown is supposed to give a 4++ but does the range expand every turn like it does now? And does the disco give +1 to hit rolls for daemon engines in close combat only? Hello fellow warsmith! 1) Yes 2) and yes Based on leaks so far Well just wait for Clockworkchris confirmation Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5808981 Share on other sites More sharing options...
Clockworkchris Posted March 28, 2022 Share Posted March 28, 2022 4++ is expanding, and the disco lord is +1 to hit in melee to VEHICULES so good for dreads as well. Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809005 Share on other sites More sharing options...
techsoldaten Posted March 28, 2022 Share Posted March 28, 2022 Bit unreasonable to expect a basic troops choice to efficiently deal with tank level units on their own. Never said efficiently, and I never said on their own, of course its gonna be a challenge but should be achievable if you throw enough firepower or hit it with enough chainswords. Hell I have steamrolled Deathwing armies in combat with Guard by throwing enough bodies at them. One of the charms of 8th edition was 10 man CSM squads with double lascannons. They could get some work done against light tanks / dreads and presented a ranged threat that was cheaper than Havocs / Obliterators. Versatility has been one of the traditional arguments in favor of CSM over Loyalists. While they may have been sub-optimal points-wise on their own, they were terrific in a gunline role alongside other lascannon / autocannons / missile units. The 9th ed rumors have them with a more limited range of uses. While I could see using them for mid-range anti-infantry / melee, I'm not sure how they compete with a Discolord / DE list, or big Possessed blobs, or whatever the Mutant option turns out to be. It sounds like these would be effective against infantry and light armor along with some other qualities that make them attractive. Which makes me wonder, what should we expect from basic troops? Bolters and PA don't seem to be particularly useful in comparison, nor do they seem to present any particular threat to AdMech / DE / Custodes. Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809009 Share on other sites More sharing options...
Warsmith Anarax Posted March 28, 2022 Share Posted March 28, 2022 (edited) 4++ is expanding, and the disco lord is +1 to hit in melee to VEHICULES so good for dreads as well. Does the 4++ apply to the crown itself? Edited March 28, 2022 by Warsmith Anarax Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809028 Share on other sites More sharing options...
Lord_Valorion Posted March 28, 2022 Share Posted March 28, 2022 (edited) I am very concerned. The leaks sound...OK, so...normal. A nice codex with normal rules. But we live in a world full of devastating Tau firepower, clowncar spam and Custodes shenanigans. What can we do against this? I am afraid that with the new book we stay at punching bag level, just with another flavor. Edited March 28, 2022 by Lord_Valorion Toldavf, Sarges, Llagos_Tyrant and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809033 Share on other sites More sharing options...
Clockworkchris Posted March 28, 2022 Share Posted March 28, 2022 4++ is expanding, and the disco lord is +1 to hit in melee to VEHICULES so good for dreads as well.Does the 4++ apply to the crown itself? My guess is yes Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809035 Share on other sites More sharing options...
SanguinaryGuardsman Posted March 28, 2022 Share Posted March 28, 2022 4++ is expanding, and the disco lord is +1 to hit in melee to VEHICULES so good for dreads as well.Does the 4++ apply to the crown itself? My guess is yes DoA if it doesn't. :( Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809038 Share on other sites More sharing options...
Iron Father Ferrum Posted March 28, 2022 Share Posted March 28, 2022 It currently does. In fact, the aura applies to *any* CHAOS unit -- it's not LEGION locked or even limited to friendlies. I imagine that won't change. Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809039 Share on other sites More sharing options...
Warsmith Anarax Posted March 29, 2022 Share Posted March 29, 2022 It currently does. In fact, the aura applies to *any* CHAOS unit -- it's not LEGION locked or even limited to friendlies. I imagine that won't change. That's why I asked. It's got a very broad application as of now. Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809055 Share on other sites More sharing options...
Clockworkchris Posted March 29, 2022 Share Posted March 29, 2022 Update post, no new info just a complete compilation 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 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 Hereticus discipline: 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) 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 FLY relic (daemon prince only it seems): moving over or charging units causes d3 MW on a 2+ Stratagems Vox scream: cancels AURAS Jump pack DS turn 1 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 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) Stratagem strat that lets you change a units legion for a turn. 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 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 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 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 familiarCultist 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 woundHuron 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 Accursed 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 codexExalted 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 2wNoctilith 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: Unmarked units gain some support from stratagems and renegade traits (build a warband) The combat patrol is Legionaries/Havocs/Helbrute/Dank apostle Stratagem for JUMP unit : Mw on the charge Stratagem for JUMP unit : -1 attack Stratagem daemonforge: +1 BS/WS for daemon engines Stratagem : biker strat, if they advance -1 to hit Stratagem for nurgle only transhuman physiology 4+ Stratagem Legionnaires can shoot or fight twice (only source of fight/shoot twice strats) Stratagem +1 to hit to CHOSEN or TERMINATORS Stratagem 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 No way of giving jump pack to characters No murdersword 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 Jorgend Lupus, stayduned, Balthamal and 4 others 7 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809089 Share on other sites More sharing options...
TrawlingCleaner Posted March 29, 2022 Share Posted March 29, 2022 Has your Source said much about Red Corsairs? They seem similar to Farsight in that they'll be present in the Codex to be expanded on later in a Supplement? Both of Huron's models have gone LCTB and his increase in toughness also makes it seem like a new model is on the way? We've seen a Rumour engine picture originally thought to be a Chaos knight part. They usually don't include images of models in the Playtest pack but it would be interesting ig your guy has heard anything Doctor Perils 1 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809152 Share on other sites More sharing options...
Clockworkchris Posted March 29, 2022 Share Posted March 29, 2022 Has your Source said much about Red Corsairs? They seem similar to Farsight in that they'll be present in the Codex to be expanded on later in a Supplement? Both of Huron's models have gone LCTB and his increase in toughness also makes it seem like a new model is on the way? We've seen a Rumour engine picture originally thought to be a Chaos knight part. They usually don't include images of models in the Playtest pack but it would be interesting ig your guy has heard anything Any info I know, you guys know the same except a couple point costs i promised not to share. All info posted above in the recap post is what we know so far. My source does not have images. TrawlingCleaner and Khornestar 2 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809206 Share on other sites More sharing options...
TrawlingCleaner Posted March 29, 2022 Share Posted March 29, 2022 Has your Source said much about Red Corsairs? They seem similar to Farsight in that they'll be present in the Codex to be expanded on later in a Supplement? Both of Huron's models have gone LCTB and his increase in toughness also makes it seem like a new model is on the way? We've seen a Rumour engine picture originally thought to be a Chaos knight part. They usually don't include images of models in the Playtest pack but it would be interesting ig your guy has heard anything Any info I know, you guys know the same except a couple point costs i promised not to share. All info posted above in the recap post is what we know so far. My source does not have images. No worries, I thought I'd ask just in case! The thought of a new Huron model has gotten my Red Corsairs cap firmly on Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809212 Share on other sites More sharing options...
WarriorFish Posted March 29, 2022 Share Posted March 29, 2022 I'm hoping the Legionary squads still have a plasma pistol option, as aside from being different it has helped my CCW squads out a fair bit against harder targets. The most important thing here is the Dank Apostle though, I'm sure we can all agree he needs to stay :P Khornestar 1 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809236 Share on other sites More sharing options...
Clockworkchris Posted March 29, 2022 Share Posted March 29, 2022 Accursed cultists - 3-6 big models per unit - 5-10 small models per unit Vanilla cultists - 10-20 IW stratagem -5+++ vs MW -from our short discussion a lot of their stratagems have changed. TheGodOfHammers and Vanger 2 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809258 Share on other sites More sharing options...
SanguinaryGuardsman Posted March 29, 2022 Share Posted March 29, 2022 Accursed cultists - 3-6 big models per unit - 5-10 small models per unit Vanilla cultists - 10-20 IW stratagem -5+++ vs MW -from our short discussion a lot of their stratagems have changed. Could you ask about Black Legion stratagems? In particular, World Killers. Im curious if that stratagem is still around and in what form. Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809259 Share on other sites More sharing options...
TheGodOfHammers Posted March 29, 2022 Share Posted March 29, 2022 Accursed cultists - 3-6 big models per unit - 5-10 small models per unit Any chance you could ask what the wounds are for these guys? Or at least the small ones? That or a save would be appreciated! Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809265 Share on other sites More sharing options...
Clockworkchris Posted March 29, 2022 Share Posted March 29, 2022 Accursed cultists -T4 1w IW stratagem --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 WrathOfTheLion, TheGodOfHammers, Vanger and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809286 Share on other sites More sharing options...
Iron Inspirit Posted March 29, 2022 Share Posted March 29, 2022 (edited) Accursed cultists -T4 1w IW stratagem --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 Now we're :cussin talkin! -1 damage for obliterators, terminators, chosen. *Chefs kiss* Edited March 29, 2022 by Iron Inspirit Link to comment https://bolterandchainsword.com/topic/371366-what-to-expect-from-9e-csm/page/66/#findComment-5809287 Share on other sites More sharing options...
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