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The Chaos Summary
| Godless-Mimicry |
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No' 9

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Joined: 14-June 07

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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)
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| The Inspector |
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Warrior of the Chamber

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

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*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.
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| Logan Blackheart |
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Warrior of the Chamber

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

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Whew.... Now, get those points up for the knights!! Thanks G-M for the digging. I'm quite jealous you've had the book in your hand... even if for only 5 minutes.
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| Chaos Sword |
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Warrior of the Chamber

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

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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..
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| Time of Madness |
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The Chosen

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

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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
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| snyggejygge |
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High Zar of Khorne

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

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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.
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| Grahg the Elfmuncher |
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Slave

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Joined: 23-August 08

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| 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?
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| Rome180 |
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Slave

Group: Members
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Joined: 6-August 08

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Thanks alot Godless-M. The work is appreciated.
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| Aeschere |
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The Chosen

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

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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.
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| The Inspector |
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Warrior of the Chamber

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

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| 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.
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| Godless-Mimicry |
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No' 9

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

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| 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.
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| Aeschere |
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The Chosen

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

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Thanks for the voucher. The spearhead has been pre-ordered.
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| Kormak |
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Destroyer of Khorne

Group: Members
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Joined: 27-February 05

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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  ). 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  (hmm maybe even werewolves  ) I personally dont think the hounds not causing painic is all that great when you whole army rerolls panic tests  (cant complain i guess  ) Well nice to see this all in one place
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| Aeschere |
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The Chosen

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

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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.
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