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New Chaos Lord & Chaos Lord with Jump Pack (also battleforce sets)


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Posted (edited)

Hmmm... quote from the article suggests that the new Jump Pack Lord can't join Warp Talons, only Raptors. (Though maybe it's just funny wording.)

 

The Raptors kit can also be built as a squad of Warp Talons – close combat specialists with extra AP – and while you’ll want to make sure the ones from the box are Raptors so your Chaos Lord has a bodyguard to protect him, a few additional units of Warp Talons will give you a solid punch against armoured enemies. 

 

Another quote heavily suggests that Cultists' Autoguns are gone:

 

If you want to add a bit of backup firepower with a longer range than your Cultists’ fairly tragic 12” pistols, Traitor Guardsmen Squads are ideal objective campers who can pack three special weapons into their usual lasgun based loadout.

Edited by LSM
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26 minutes ago, TrawlingCleaner said:

Some really cool rules showcased here, although the Accused Cultists have me a little nervous :sweat:

 

 

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Interesting, CSM get as a unit special rule a tyranid detachment bonus. Interesting if they still regenerate also, nids pay 1cp for that! 

 

I do think that these codexes, Orks and CSM are probably the power level going forwards. Maybe the previous ones were written for the former 10th ed, before they did a 180. 

Nids in particular feel really underpowered, and only win games through the unintentional benefit of small units that can infiltrate/deepstrike/get spawned and can do objectives, with little killing power comparatively. 

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11 minutes ago, LSM said:

Hmmm... quote from the article suggests that the new Jump Pack Lord can't join Warp Talons, only Raptors. (Though maybe it's just funny wording.)

 

The Raptors kit can also be built as a squad of Warp Talons – close combat specialists with extra AP – and while you’ll want to make sure the ones from the box are Raptors so your Chaos Lord has a bodyguard to protect him, a few additional units of Warp Talons will give you a solid punch against armoured enemies. 

 

Another quote heavily suggests that Cultists' Autoguns are gone:

 

If you want to add a bit of backup firepower with a longer range than your Cultists’ fairly tragic 12” pistols, Traitor Guardsmen Squads are ideal objective campers who can pack three special weapons into their usual lasgun based loadout.

 

Harken and the Legends Jumplord currently can't either which is a shame but hohum. I'd be interested to see what the Jumplord gives rulewise to the Raptors. Assumably the same Free Battletactic per turn and then an additonal rule too

 

I did think that we'd lose Autoguns cultists with the BSF cultists disappearing. I'm not too bothered to be honest (as long as they're battleline!), they largely filled the same job anyways

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Posted (edited)
56 minutes ago, Lord Marshal said:

Warehouse closure is because the remains of the designer who suggested they give the Not-Night Lords Detachment any rule other than -1 Battle Shock were found to be clogging up the drains.

The memes write themselves at this point. 
 

Players: “We want good rules for the Night Lords in 10th!”

 

GW: “Best I can do is Battleshock.”

Edited by Borbarad
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-1 to Battleshock tests is rough, mad a little better with Raptors already giving a minus -1 too. There should be another part to the trait too if I've understood it correctly so it could be bonuses if the target is battleshocked?

They could be really cool here too and have a stratagem to instant fail an enemy unit's battleshock for a turn, get your bonuses VS them and also turn their scoring/strats/overwatch off could be really cool

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Posted (edited)
3 minutes ago, Brother Nathan said:

i mean i i loose them then my horde of auto gun cultists will become chaos gaurd...

It remains to be seen if traitor guard can become battleline on the new codex. God, I ask you only one thing.

 

Alltho, we'll allways have Rome*

 

*Astra with spikes

Edited by Garrac
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3 minutes ago, TheWillTheWay said:

YOu gonna share where you found this?

Obviously I didn't post it here, but I did see it on the Chaos40K subreddit.  It apparently came from a Discord server.

 

And 1cp to walk through terrain looks like it could be fun.

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Loving the Siulforged rules. My Warpsmith has always been my warlord and I love my deamon engines.

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Posted (edited)
32 minutes ago, El_Dicko said:

Possessed tanks are back, baby ! 

 

Interesting that you have to "do it live", so to speak, and it wasn't just a detachment rule that all [Vehicle] units gain the [Daemon] keyword.

 

//

 

Also: Invigorated Mechatendrils = Doc Ock stalks the battlefiends of the 41st millennium in search of Spider-Man.

Edited by LSM
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Posted (edited)

Soulforged Warpack (Leaked) [edit: pic was down so I typed this up, but the pic up again now.]

 

Detachment Rule - Debt to the Soulforge

Heretic Astartes Daemon Vehicles can choose to take -1 to Ld test when making a Dark Pact check; add 1 to ranged Wound roll and add 2 to melee weapon attacks characteristics until end of phase.

 

Enhancements

Invigorated Mechadendrites: Warpsmith only. Add +4" to Movement characteristic.

 

Tempting Addendum: Heretic Astartes Daemon Vehicles within 3" using the detachment rule increase mortal wounds taken by 1, but can re-roll Hit rolls in addition to other benefits.

 

Forge's Blessing: Select a Heretic Astartes Daemon Vehicles within 12"; it has FnP 6+ until your next Command Phase.

 

Soul Harvester: Gain a CP on a 5+ roll whenever an enemy unit within 12" is destroyed.

 

Stratagems

Desperate Pledge: 1 CP. A Heretic Astartes Daemon Vehicle using the detachment rule additionally improves AP by 1 for all attacks.

 

Glut of Souls: 1 CP. A Heretic Astartes Daemon Vehicle using the detachment rule regains lost wounds on a 5+ roll each time it destroys an enemy model (max of 6 regained, can't use on Titanic units).

 

Daemonic Possesion: 1 CP. A Heretic Astartes Vehicle - excluding Daemon units - gains Daemon keyword until the end of the battle. Earliest use is your first Command Phase.

 

Unstoppable Rampage: 1 CP. A Heretic Astartes Vehicle can move horizontally through terrain as if it is not there.

 

Predatory Pursuit: 1 CP. A Heretic Astartes Vehicle within 9" of an enemy, but not in engagement range, can make a 6" move to get as close as possible to an enemy unit that just Moved, Fell Back, or Advanced.

 

Feeding Frenzy: 1 CP. Enemies in engagement range of a Heretic Astartes Daemon Vehicle have to make Desperate Escape tests when they Fall Back; with a penalty if they are Battle-Shocked.

 

 

 

Edited by jaxom
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33 minutes ago, LSM said:

 

Interesting that you have to "do it live", so to speak, and it wasn't just a detachment rule that all [Vehicle] units gain the [Daemon] keyword.

 

//

 

Also: Invigorated Mechatendrils = Doc Ock stalks the battlefiends of the 41st millennium in search of Spider-Man.

Makes me want to model possessed and “normal” versions of a few of my tanks… Aaaaand now I also want to make a Doc Oc Warpamith !

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34 minutes ago, jaxom said:

Daemonic Possesion: 1 CP. A Heretic Astartes Vehicle - excluding Daemon units - gains Daemon keyword until the end of the battle. Earliest use is your first Command Phase.

Now i know what the intention behind this is that it can benefit for the other stuff from the detachment but they all say "Heretic Astartes Daemon Vehicle". So gaining Daemon keyword means nothing.

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6 minutes ago, Sir Clausel said:

Now i know what the intention behind this is that it can benefit for the other stuff from the detachment but they all say "Heretic Astartes Daemon Vehicle". So gaining Daemon keyword means nothing.

Except that there's no [Daemon Engine] keyword, so adding [Daemon] to something with [Vehicle] makes it [Heretic Astartes Daemon Vehicle], and therefore eligible for the other Stratagems.

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25 minutes ago, El_Dicko said:

Makes me want to model possessed and “normal” versions of a few of my tanks… Aaaaand now I also want to make a Doc Oc Warpamith !

Add some flat magnets somewhere on your normal tanks and then grab some tentacle magnets?

 

12 minutes ago, Sir Clausel said:

Now i know what the intention behind this is that it can benefit for the other stuff from the detachment but they all say "Heretic Astartes Daemon Vehicle". So gaining Daemon keyword means nothing.

4 minutes ago, Kaiju Soze said:

Except that there's no [Daemon Engine] keyword, so adding [Daemon] to something with [Vehicle] makes it [Heretic Astartes Daemon Vehicle], and therefore eligible for the other Stratagems.

Yep, it lets you take things like Predators, Land Raiders, Vindicators and have them benefit. Technically, your could Possess one per turn, but I expect that most folks will limit it to one (maybe two if they already models they want to use). 

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