Free shoutbox @ ShoutMix
Pages: (67) [1] 2 3 ... Last » ( Go to first unread post )

 The Chaos Summary
Godless-Mimicry
Posted: Aug 23 2008, 04:56 AM


No' 9
Group Icon

Group: Moderators
Posts: 3,395
Member No.: 745
Joined: 14-June 07



Rules:
- "Will of Chaos" rule, army wide re-roll panic
- Mark of Khorne causes Frenzy, +1S for Giant and Spawn
- Mark of Nurgle causes -1 WS in combat and to hit with shooting
- Mark of Slaanesh benefits the unit with immunity to fear, terror and panic, also gives ASF to certain rare choices
- Mark of Tzeentch gives +1 to ward save (6+ ward to models without one), also +1 to cast for sorcerers
- Note that the price of marks may be different for some units
- Eye of the Gods table, roll 2D6 for the following:
- Characters roll every time they win a challenge or kill a large target
- Chosen roll once at the start of the game
- Trolls roll every time they successfully regenerate two or more wounds at once
- Chaos characters may now take Chaos Gifts on top of Magic Items, much like the VC's Vampiric Powers
- Lore of Slaanesh

1. Lash of Slaanesh. 5+ to cast. 24" D6 S3 hits. Units that take wounds cannot march in their following movement phase.
2. Hellshriek. 7+ to cast. Every enemy unit within 18" make take a panic test.
3. Hysterical Frenzy. 8+ to cast. Remains in Play. Make a unit (friend or foe) within 24" frenzied. Takes D6 S3 hits at the start of every turn while effected.
4. Titillating Delusions. 8+ to cast. Remains in Play. 24" range. Unit must follow to a point on the table.
5. Aura of Acquiescence. 9+ to cast. Make a friendly unit within 18" cause fear or terror if already causing fear. Enemies fighting the target must pass a Ltd test to attack it in CC.
6. Ecstatic Seizures. 12+ to cast. Enemy unit within 24" takes T tests for every model. Those who fail take a wound with no saves of any kind.

- Lore of Nurgle

1. Magnificent Buboes. 5+ to cast. Choose an enemy single model. It loses a wound if within 24".
2. Fleshy Abundance. 7+ to cast. Give regeneration to a friendly unit within 18".
3. Plague Squall. 8+ to cast. Attack as Stone Thrower. Any units touched by the template take 3D6 S1 hits with no AS.
4. Cloying Quagmire. 8+ to cast. All models in unit must take an I test. Those who fail must then take an armour save. If they pass the armour save after failing the I test, they die. No effect on flyers, ethereals, or amphibians.
5. Curse of the Leper. 10+ to cast. Remains in Play. Add a counter to the target unit every turn. Take the number of counters each turn from the units S and T. If either reaches 0 remove the unit from the table.
6. Rot, Glorious, Rot! 13+ to cast. D6 SD6 hits with no armour saves to every enemy unit within 18".

- Lore of Tzeentch

1. Flickering Fire of Tzeentch. 4+ to cast. 18" range. D6+1 SD6+1 flaming hits.
2. Baleful Transmogrification. 7+ to cast. Target within 24" takes a Ltd test. Takes wounds equal to how much they fail by with no AS.
3. Pandemonium. 8+ to cast. Remains in Play. Enemy units cannot benefit from their general's Ltd, enemy wizards miscast on any doubles.
4. Treason of Tzeentch. 9+ to cast. Target a unit within 24" and NOT Itp. Each model in unit attacks itself (does not effect characters or steed). Chaos player decides what weapons are used and HW + Shield bonus is not allowed. Panic tests are taken if 25% casualties sustained.
5. Call to Glory. 12+ to cast. Remains in Play. Make one normal warrior within 18" an Exalted Champion with HW and Shield.
6. Infernal Gateway. 15+ to cast. 2D6 S2D6 hits. If 11 or 12 is rolled for strength, remove the target unit from play.

- All Chaos characters must challenge in combat if they can; characters must accept challenges;
- Spellcasters may take spells from lores of Fire, Shadow, Death, or Heavens, or must take the lore of their God if marked

Special Characters:
- Archaon
Level 2 Tzeentch sorcerer, +1 to cast, immune to poison, -1 to hit in combat and with shooting, Itp, leadership range is 18", MR(2), at least one unit of Knights must be included and if Archaon joins them they are Itp; ignore difficult terrain (does not pass to unit); Armour of Morkar, Slayer of Kings and Eye of Sheerian are all the same as before; Crown of Domination range now 12"
- Galrauch
Level 4 Tzeentch wizard; terror; fly; dragon sorcerer; breath attack; Mark of Tzeentch; has Chaos Dragon's breath weapons but once per game one head may use the Breath of Change, which causes those hit to test their T or die instantly with no saves of any kind; must take a Ltd test every turn, if failed will not shoot cast magic or move and in combat will direct half his attacks against himself
- Sigvald
him and any unit he joins may always march and may ignore difficult terrain; stupid; regeneration; ASF (from special sword, which also gives +2A already in profile); stubborn
- Wulfrig the Wanderer
"Gift of Tongues" may force enemy character into a challenge; "Hunter of Men" may select an enemy character at the start of the game and is at +2S and gets re-rolls to hit against that character in combat; "The Seafang" Wulfrig and his unit of Marauders may move on from any board edge - Turn1 = 5+ roll, Turn2 = 4+ roll, and so on.

- Valkyrie the Bloody
fly; fear; units within 12" may reroll failed break tests; +2S and killing blow on the charge; all attacks against Valkia at -1S
- Kolek Suneater
[color=red]Large Target; Itp; Terror; Storm Rage; may never join units; in shooting phase pick a target unit and roll a D6, on a one Kolek gets hit and is subject to Storm Rage, on 2-6 hits the enemy unit targeted and causes D6 S6 hits; causes D3 wounds; attracts Lightning attacks within 12"

- Throg the Troll King
makes Trolls core, monsters may use his Ltd in 12" even if he's not the general and may re-roll failed break tests; vomit attack does D6 S5 hits with no AS, may be used once per game as a S5 breath weapon with no AS
- Scyla Anfinngrim
may still challenge; may roll on Eye of the Gods table when he wins a challenge or kills a large taret; MR(3): 6+ ward
- Vilitch the Curseling
Level 4 wizard, knows all spells from lore of Tzeentch, +1 to cast, when an opponent fails to cast a spell Vilitch takes the dice used as DD, when they fail to dispel a spell he takes the dice as extra PD
- Festus the Leechlord
regenerate; Mark of Nurgle; Level 2 Nurgle Wizard, automatically knows Curse of the Leper, randomly rolls for other spell as normal; rolls only 1D6 for pursuit but units caught are worth double VP; gives 5+ regeneration to a unit he joins and gives them poison attacks


Magic Items:

Banner of the Gods
unit cause terror and all units within 6" are stubborn
Doom Totem
all enemy units with LOS to the banner suffer -1 to their leadership
Banner of Wrath
Bound spell (4); 24" in range MM causing D6 S4 hits
Blasted Standard
5+ ward save against ALL attacks made in the shooting phase
Banner of Rage
frenzy that can never be lost
Festering Shroud
models in B2B with the banner holder at the start of the Chaos magic phase who do not have the Mark of Nurgle must pass a T test or take a wound with no AS
Rapturous Standard
any break test that rolls a double or a 1 on a dice counts as having rolled insane courage

Chaos Daemon Sword
+D6A, +D3S; 1's hit the bearer and may never be re-rolled
Hellfire Sword
flaming attacks; causes D3+1 wounds
Sword of Change
+1S; any model taking a wound from the sword must make a T test or turn into a Spawn which causes S4 hits to all his own models within B2B and then dies
Chaos Runesword
+1WS, +1S, +1A
Berserker Sword
models on foot only; +1A for every model in B2B
Ethersword
ignores AS
Rapier of Ecstasy
when the Rapier causes a wound the target may pass a S test or be removed from the game
The Father of Blades
any to hits rolls against the bearer that roll a 1 hit the attacker instead
Axe of Khorne
+1S; killing blow
Filth Mace
poisoned attacks, once the bearer kills a model in CC he cause terror for the rest of the game
Rending Sword
re-roll wound rolls
Whip of Subversion
if the bearer wounds an enemy character of monster who has not yet attacked yet, the enemy model attacks his own side on models of the Chaos players choosing
Glaive of Putrifaction
any models that suffer a wound from the Glaive are reduced to S2 and T2 for the rest of the game

Skinhidden Plate
Chaos Armour, +1T
Chaos Runeshield
negates enemy magic weapons
Armour of Damnation
Chaos Armour, enemies must re-roll successful hits in CC
The Crimson Armour of Dargan
Chaos Armour, immune to killing blow; can never take multiple wounds
Armour of Morrslieb
Chaos Armour; 4+ ward save against non-magical attacks
The Bronze Armour of Zhrakk
Chaos Armour; is immune to psychology, killing blow and poisoned attacks, but no unit may ever use his Ltd

The Beguiling Gem
all enemies in B2B with the bearer in CC must pass a Ltd test at the start of the phase or may not attack this turn and are hit automatically
Crown of Everlasting Conquest
regeneration
The Black Tongue
one use only; bearer takes a wound to convert an enemies failed casting into a miscast[/color
Blasphemous Amulet
[color=red]at the start of the Chaos magic phase, enemies in B2B with the bearer must pass a T test or take a wound with with no AS

The Collar of Khorne
6+ ward save; MR(2)
Golden Eye of Tzeentch
4+ ward save against all missiles
Necrotic Phylactery
immune to poison, and spells from the Lores of Death and Nurgle, also auto passes all characteristic tests bar Ltd

Skull of Katam
bearer and any wizards within 3" add +1 to their casting rolls
Infernal Puppet
bearer may modify miscast rolls of all wizards on the field by D3
Blood of Tzeentch
bearer may re-roll one casting dice per turn so as long as it's not a 1
Power Familiar
adds 1 PD to the pool
Warriors Familiar
inflicts one S5 hit against an enemy in B2B with the bearer at the start of the CC
Spell Familiar
bearer knows an additional spell

Rod of Torment
bound spell (3); magic missile of 18" inch range, 2D6 S3 hits
Bloodskull Pendant (models on foot only)
instead of normal attacks may make one S8 killing blow hit on each model in B2B
Book of Secrets - (no Mark of Khorne)
knows a random spell from Fire, Shadow or Death, generates one PD and rolls 1D6+1 on miscast table
Helm of Many Eyes
ASF; stupid
Pendant of Slaanesh
each unsaved wound suffered by the character gives him +1A for the rest of the battle
Death's Head
one use only thrown weapon of 12" range; hits on a 2+, target takes D6 T tests, each failed is one wound with no AS
Favour of the Gods
when rolling on the EOTG table, bearer may change his result by 1 unless he rolled snake eyes

Gifts of the Gods:

Mantle of Chaos
when been targeted by any shooting attack roll a D3 and subtract it from the S of the attack. If it is reduced to 0 the attack is ignored
Tendrils of Tzeentch
may reroll one PD or DD per player turn
Distendable Maw
special attack may be made instead of normal attacks against a single man sized infantry model. Must pass an I test or die.
Word of Agony
once per game at the start of the CC phase, a model in B2B takes D6 S4 hits with no AS
Diabolic Splendour
any fear, terror, or panic tests caused by the bearer are at -1 Ltd
Stream of Corruption
once use only breath weapon, at S3 and -1 to AS
Third Eye of Tzeencth (Sorcerers only)
in magic phase may choose an enemy spellcaster within LOS, knows all this wizards spells bar summoning or healing spells for the rest of the turn, may not use own spells if this ability is used
Sopoforic Musk
units fleeing from this character roll an extra D6 and discard the highest roll
Bloodcurdling Roar
12" range shooting attack that cause 2D6 S1 hits with no AS
Conjoined Homunculus (Sorcerers only)
once per turn may add D3 to a casting roll but must test for stupidity next turn
Fury of the Blood God
Magic Resistance(2); 4+ ward save against wounds caused by spells; may not carry magic items
Acid Ichor
when the bearer loses a wound in CC, the causer takes a S4 hit for each wound caused


The List:
Lords

Chaos Lord
GW
Flail/Halberd/XHW
shield still costs
100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore as well as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)

Sorcerer Lord

100pts of magic items; 50pts of gifts; mounts are Chariot (only 100pts here), Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)

Daemon Prince

100pts of Chaos Gifts; stubborn; fly; terror; US3; not effected by Eye of the Gods; 5+ ward save; may not join units; up to level 4 wizard


Mounts

Chaos Dragon
Fly; Terror; Large Target; two breath weapons, may use both in the same turn, one is S4, other is S2 at -3 to AS; extra hero slot
Manticore
Fly; Killing Blow; Terror; Large Target; rider must test Ltd every turn or him and Manticore subject to Frenzy that turn, if rider dies Manticore is subject to "Raaargh" on monster reaction chart
Daemonic Steed
Cause Fear
Juggernaut of Khorne
Fear, MR(1), adds +3 to it's riders AS
Palanquin of Nurgle
Fear; Poisoned Attacks
Steed of Slaanesh
Cause Fear; Poisoned Attacks; Fast Cavalry
Disk of Tzeentch
Causes Fear; Flaming Attacks; Fly
Chaos Steed


Heroes

Exalted Champion
GW
Shield
XHW/Halberd/Flail
50pts of magic items; 25ptsof gifts; may be a BSB for 25pts; if BSB takes a magic banner then he cannot carry any other magic items; can have any of the God specific steeds and the daemonic steed, aswell as the chaos steed

Sorcerer
50pts of magic items; 25ptsof gifts; mounts as above

Core

Warriors
Shield/XHW/Halberd
GW
Magic Banner 50pts

Marauders
Shield
Flail
Light Armour
Great Weapon

Hounds
may be given scaly skin (6+) or/and poisoned attacks
Horsemen
can re-roll pursuit rolls
LA/Shield/Spears/Throwing Spears
Flail/Throwing Axes


Special

Knights
Have magic weapon that confers +1S basic; thus making them S5, may be upgraded to a lance; CAUSE FEAR
May take magic banner for 50pts

Chariots
scythed wheels
A chariot taken for a character does not take up a special slot but must have the same mark as the character riding it

Chosen Warriors
"Chosen of the Dark Gods" allows a roll on the Eye of the Gods table at the start of the game, re-roll results of "Insanity" and "The Eye is Closed"
Minimum unit size 5+
Must take at least one weapon upgrade
Great Weapons
Shield/XHW/Halberd
Champion may take 25pts of magic items
SB may take magic banner up to 50pts

Forsaken Warriors
Frenzy - included in profile
Minimum unit size 5+

Trolls
Stupid; Regeneration; Fear; Magic Vomit Attack
Ogres
heavy armour; Fear
Chaos Armour
Great Weapons
Extra HW

Dragon Ogres
fear; storm rage (as before); light armour; may take a unit champion
XHW
GW


Rare

Spawn
can once again take marks, however more expensive to do so than before; fear; unbreakable; lurching horror; flailing appendages; 2 for 1

Giant
may now be marked; marks differ; stubborn; *special attacks; Itp; longshanks; large target

Hellcannon
Must test Ltd at the start of any turn it's not in combat, if failed moves 3D6" to the nearest enemy, charges if able; stone thrower S5(10), models under the template must test for panic at -1 to Ltd
Shaggoth
terror; large target; ItP; light armour; storm rage (as before)
GW
XHW

Chaos War Shrine
chariot base, moves and fights like a monster; 4+ ward; can be marked; in the shooting phase give one unit within 12" a roll of the EOTG table; effect is RiP, if you try to bestow another benefit on any unit, then the previous effect ceases to work (can however stack due to multiple War Shrines); unit champions may roll on the table when they win challenges (much like characters can do normally) provided there is a War Shrine on the table (this includes Ogre and Dragon Ogre champions)





Top
The Inspector
Posted: Aug 23 2008, 07:30 AM


Warrior of the Chamber
*

Group: Members
Posts: 66
Member No.: 735
Joined: 5-June 07



*pats Godless-Mimicry on the back*

Well done sir.

QUOTE
..will stop people from asking silly questions when the answers are right under their noses

Ha ha! Well said, well said.
Top
Logan Blackheart
Posted: Aug 23 2008, 08:04 AM


Warrior of the Chamber
*

Group: Members
Posts: 89
Member No.: 985
Joined: 25-July 08



Whew....

Now, get those points up for the knights!! laugh.gif

Thanks G-M for the digging. I'm quite jealous you've had the book in your hand... even if for only 5 minutes.
Top
Chaos Sword
Posted: Aug 23 2008, 08:26 AM


Warrior of the Chamber
*

Group: Members
Posts: 35
Member No.: 972
Joined: 20-June 08



Excellent, God-mimic. Nice and concise. If these rumours hold true, the book is gonna be more than a satisfaction overall. The idea of marked ogres and dragon ogres is nice, and makes them fit so much better with the rest of the army.

But what about this:

QUOTE (Godless-Mimicry @ Aug 23 2008, 04:56 AM)
- Mark of Tzeentch gives +1 to ward save (6+ ward to models without one), also +1 to cast for sorcerers


Thats the most lame and boring rules for any mark GW could come up with. Incredible that their imagination did'nt last any further concerning the most intricate of the chaos gods.
And the apparrent loss of champion spellcasters is just plain "illogical", as they have been the hallmark of Tzeentch since the Realms. It seems as if Tzeentch' followers somehow went stupid by this new edition..
Top
Time of Madness
Posted: Aug 23 2008, 10:23 AM


The Chosen
*

Group: Members
Posts: 149
Member No.: 670
Joined: 6-April 07



The 30pt units of hounds just became a whole lot better with the no panic rules. I can't see why anyone would not take at least 4 units of 5 in most armies. They are great for flanking and claiming table quarters.
Time of Madness
Top
snyggejygge
Posted: Aug 23 2008, 05:19 PM


High Zar of Khorne
Group Icon

Group: Admin
Posts: 4,794
Member No.: 19
Joined: 19-November 04



Thank you for that Godless.

I really donīt understand why marauders canīt take marks, while the mounted version can, but who am I to complain, I will probably not mark them anyway to keep them cheap (Nurgle does seem nice though, but it depends a lot on the price).

Hounds are just perfect now, as Time of Madness said, no reason to not use plenty of hounds now (I already use 3 units in most of my list, will probably be taking atleast 4 under the new rules).

Ogres w. Chaos Armour & Mark of Khorne might be a good replacement for my Minotaurs, depends a little on how much they cost & how good the other specialchoices are.

Iīm a bit dissapointed on the specialcharacters, Archaon & Galrauch was expected & Sigvald as well as the Troll King sounds very promising, but I wouldīve liked to see some of the old characters to return as well, such as Arbaal, Aekold, Scyla & Count Mordrek the Damned.
Top
Grahg the Elfmuncher
Posted: Aug 23 2008, 06:30 PM


Slave
*

Group: Members
Posts: 13
Member No.: 1,007
Joined: 23-August 08



QUOTE (Chaos Sword @ Aug 23 2008, 08:26 AM)
Thats the most lame and boring rules for any mark GW could come up with. Incredible that their imagination did'nt last any further concerning the most intricate of the chaos gods.
And the apparrent loss of champion spellcasters is just plain "illogical", as they have been the hallmark of Tzeentch since the Realms. It seems as if Tzeentch' followers somehow went stupid by this new edition..

If I'm not mixing something, until (i think) 6th edition Tzeetch champions couldn't cast spells, only Tzeetch sorcerer. Only in ye days of yore chaos sorcerers (and necromancers) had stats comparable or even better than current fighting characters.

QUOTE
I really donīt understand why marauders canīt take marks, while the mounted version can


Maybe a horse in chaos wastes a thing of luxury, so mouted marauders are sort of "nobility" of the tribe?
Top
Rome180
Posted: Aug 23 2008, 07:09 PM


Slave
*

Group: Members
Posts: 10
Member No.: 992
Joined: 6-August 08



Thanks alot Godless-M. The work is appreciated.
Top
Aeschere
Posted: Aug 23 2008, 07:19 PM


The Chosen
*

Group: Members
Posts: 154
Member No.: 813
Joined: 21-September 07



Good job on compiling the stuff. Getting more and more excited about the new release.
I think I might even pre-order the spearhead from maelstrom games.
Top
The Inspector
Posted: Aug 23 2008, 07:32 PM


Warrior of the Chamber
*

Group: Members
Posts: 66
Member No.: 735
Joined: 5-June 07



QUOTE (Aeschere @ Aug 23 2008, 07:19 PM)
I think I might even pre-order the spearhead from maelstrom games.

Voucher Code: SUMMER-PAYPAL

That'll get you 15% off. It's valid until tomorrow, so act quick if you want to use it.
Top
Godless-Mimicry
Posted: Aug 23 2008, 08:20 PM


No' 9
Group Icon

Group: Moderators
Posts: 3,395
Member No.: 745
Joined: 14-June 07



QUOTE (snyggejygge @ Aug 23 2008, 05:19 PM)
Thank you for that Godless.

I really donīt understand why marauders canīt take marks, while the mounted version can, but who am I to complain, I will probably not mark them anyway to keep them cheap (Nurgle does seem nice though, but it depends a lot on the price).

Hounds are just perfect now, as Time of Madness said, no reason to not use plenty of hounds now (I already use 3 units in most of my list, will probably be taking atleast 4 under the new rules).

Ogres w. Chaos Armour & Mark of Khorne might be a good replacement for my Minotaurs, depends a little on how much they cost & how good the other specialchoices are.

Iīm a bit dissapointed on the specialcharacters, Archaon & Galrauch was expected & Sigvald as well as the Troll King sounds very promising, but I wouldīve liked to see some of the old characters to return as well, such as Arbaal, Aekold, Scyla & Count Mordrek the Damned.

They are the characters known so far, so more may come. But I know Arbaal and the others from that era won't be joining the list.
Top
Aeschere
Posted: Aug 23 2008, 08:56 PM


The Chosen
*

Group: Members
Posts: 154
Member No.: 813
Joined: 21-September 07



Thanks for the voucher. The spearhead has been pre-ordered.
Top
Kormak
Posted: Aug 24 2008, 12:04 AM


Destroyer of Khorne
*

Group: Members
Posts: 2,815
Member No.: 131
Joined: 27-February 05



I think overral i like it, i can see why GW didnt allow normal marauders marks, chances are it would give people less reason to use warriors (which is the unit they seem to be pushing wink.gif ). I guess from a fluff point of view it also makes sense, kinda like the marauder cavalry are the elite or maybe just the upper class of the tribe (think brave heart).

I think im going to end up using marauders with MoN just as a nice replacement for my furies, im with syngg on ogres replacing minotaurs, well i might convert some minotaurs into chaos armour smile.gif (hmm maybe even werewolves biggrin.gif )

I personally dont think the hounds not causing painic is all that great when you whole army rerolls panic tests tongue.gif (cant complain i guess wink.gif )

Well nice to see this all in one place
Top
Aeschere
Posted: Aug 24 2008, 01:18 AM


The Chosen
*

Group: Members
Posts: 154
Member No.: 813
Joined: 21-September 07



I think the hounds not causing panic is more a fluff reason.
Kinda hard to justify when a chaos warrior who eats babies for breakfast panics when he sees poochy run away.
Top
Kormak
Posted: Aug 24 2008, 01:34 AM


Destroyer of Khorne
*

Group: Members
Posts: 2,815
Member No.: 131
Joined: 27-February 05



i'd cry if my dog ran away wink.gif
Top
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:


Topic OptionsPages: (67) [1] 2 3 ... Last »



Hosted for free by InvisionFree (Terms of Use: Updated 7/7/05) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Archive
Skin created by The Bearer.