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40K News: Chaos Confirmed Rules

These rumors come to us via Tzeentch’s Dark Agent over at BoLS and the latest White Dwarf.

Warpsmiths can reduce enemy cover saves by 1 like a Loyalist can boost. They can also repair Hull Points in addition to Weapon Destroyed or Immobilized, and they can curse enemy vehicles to make their weapons have the Gets Hot! rule. 18″ range and all it needs to work is a successful to hit roll!

Maulerfiends are cheap! Looks like about 135 points with minor upgrades.

Dark Apostles have everyone use their leadership within their aura. Great for Cultists.

Warp Talons deep striking cause all enemy units within 6″ to become blinded!

It looks like Berzerkers might be pretty bad ass, actually. Rage, Counterattack, Furious Charge, AP5 weapons if I am putting the pieces together correctly.  Pretty awesome!

Chaos steeds are in! They look quite good too, Juggernaut of Khorne makes you +1 W, T, A and Calvary. Tzeentch +1 wound, and jetbike, Nurgle is +2 W, +1 A, very bulky, Slaneesh+1 A, +3″ run, Acute Senses, Outflank, Calvary.

Spell familiar lets you reroll failed Psychic Checks!

Hellbrutes only roll for Frenzy if they’re taken a glancing or penetrating hit, and the results are much, much less punishing. We’ll actually be seeing these guys on the table.

Odds of becoming a Spawn on the table are very low.

Looks cool! Very excited for this!

Army special rules, marks, icons and more are here from the White Dwarf. Once again apparently there are lots of people with this White Dwarf, and apparently I get left out of the fun. However there are lots of people posting these things online in photo albums, forums, and other sites, so we get to share in the fun for a short bit until we get our copies on Saturday.

These are via Tompi3 from his online photo album. Some of these duplicate, and some are new to me. Enjoy.

The written rules here are from Dakka

Chaos Boon table (D66 pick 2d6, one is your tens and the other is your ones)

These all have names but I will leave you to find them out yourselves

You have to win a challenge to roll on this table

11-16 – Nothing

21-22 – Replace model with Chaos Spawn

23 – +1 Attack

24 – Eternal Warrior

25 – +1 Strength

26 – +1 BS

31 – +1 Initiative

32 – Return to full wounds, if unwounded gain +1 Wound

33 – +1 Toughness

34 – Shrouded

35 – Armour Save improves by 1

36 – Melee weapon has Fleshbane

41 – Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit

42 – Re-roll failed armour saves

43 – Melee attacks are Poisoned

44 – Crusader

45 – Hammer of Wrath

46 – Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1)

51 – Adamantium Will

52 – A ranged weapon has +1 Strength

53 – Hatred (Everything!)

54 – Shred

55 – Melee attacks have instant death

56 – +1 WS

61 – Stubborn

62 – Fleet

63 – Feel No Pain

64 – Roll another d3+1 on this table (re-rolling Spawnhood and Apotheosis)

65-66 – Replace model with Daemon Prince

Warlord Traits

1 – Friendly units within 12″ of Warlord have Preferred Enemy (Space Marines)

2 – Melee weapons belonging to the Warlord and his unit have Soulblaze

3 – D3 infantry units may infiltrate (could this be new Creed???)

4 – Warlord and unit have hatred (everything!)

5 – Warlord causes Fear

6 – Warlord may re-roll Chaos Boons

Thanks to Bramgaunt:

So. Here are Pschic Powers and some special rules. (Note that I translate them myself, so names may differ in the actual Codex…)

Armor:

Improvised Armor: 6+ Save

Powerarmor: 3+ Save

Terminator Armor: Same as loyalist

Fleshmetal: 2+ Armor

wargear:

Chaos Bike: SM Bike

Infernal Ammunition: AP3

Mechadrites: +2 A, includes 1 Meltagun and 1 Flamer

Plague Grenades: Mark of Nurgle only – Model carries Offensive and Defensive grenades

Seal of Corruption: 4+ Invulnerable Save

Jetpack

Gifts of Chaos

Aura of Dark Glory: 5+ Invulnerable Save

Gift of Mutation: Ahead of Deployment, roll once on the “Rewards of Chaos” table

Battle-familiar: Model gains 2 additional S4 AP- attacks

Wizard’s familiar: Model may reroll failed Psychic tests

Warpblood: Everyime a model with Warpblood suffers an unsaved wound, the unit that caused this wound suffers 1 S3 AP4 hit. (it appears this is not limited to close combat)

Palanquin of Nurgle: Model gains +2 Wounds and +1 Attack and gets the Very bulky special rule

Bloodcrusher of Khorne: Model gains +1 Toughness, +1 Attack and +1 Wound and changes it’s unit type to cavallery

Steed of Slaanesh: Model changes it’s unit type to cavallery. It runs +3 inces. Gains accurate senses and Outflank special rule and is granted +1 attack

Disk of Tzeentch: Model changes it’s unit type to Jetbike and gains +1 Attack

Icons of Chaos

All Icons grant +1 on Combat Resolution

Icon of Revenge: Unit is Fearless

Icon of Flames: Mark of Tzeentch Only: Boltguns, Heavy Boltguns and Bolt Pistols have the Soul Blaze Special Rule

Icon of Rage: Furious Charge, Unit may reroll Charge Distance

Icon of Despair: Mark of Nurgle only: Unit causes Fear

Icon of Ecess: Mark of Slaanesh Only: Unit gains Feel no Pain

Marks of Chaos

Mark of Khorne: Berserker, Counter-attack

Mark of Nurgle: +1 Toughness

Mark of Tzeentch: Invulnerable Saves improved by 1

Mark of Slaanesh: +1 Initiative.

Mark of Nurgle, Mark of Tzeentch, Mark of Slaanesh: If they are given to a psyker, he must chose at least 1 psychic power of the appendant dicipline.

Demonprince Upgrades

Demon of Khorne: Hatred (Demons of Slaanesh), Furious Charge

Demon of Slaanesh: Hatred (Demons of Khorne), Rending, Fleet of Foot, runs +3 inches

Demon of Nurgle: Hatred (Demons of Tzeentch), Slow and Purposefull, Shrouded

Demon of Tzeentch: Hatred (Demons of Nurgle), May Reroll all saves of 1

Psyker: May chose psyonic powers from pyromancy, biomancy or telepathy. If he’s a demon of Nurgle, Slaanesh or Tzeentch he must chose at least 1 psycic power from the appendant dicipline.

Vehicle Upgrades:

Destroyer-Blades: Causes D6 S5 AP – hits while performing a Tank shock. If a Unit choses Death or Glory it suffers 2D6 hits instead

Warpflames: All ranged weapons have the Soul Blaze special rule

Whipping Tentacles: Every model suffers -1 attack for each whipping tentacle it has base contact to. (very strange wording here…)

Twin linked Boltgun: Duh.

Siege shield: Vehicle automatically passes dangerous terrain tests

Demon Engine: BS 3. Ignores Crew stunned and Crew shaken on rolls of 2+. When a unit embarks, roll a D6. On a roll of 1 you remove 1 random model as a casulty, and the vehicle regains 1 Hullpoint.

Magma-cutters. If a Maulerfiend with Magmacutters hits with at least one of it’s attacks, it generates 1 extra attack. If it hits with all of it’s attacks, it generates 2 additional attacks. These attacks have Initiative 1, S8, AP1 and armorbane.

Sonic Blaster: Enemy units within 6″ may not perform defensive fire.

Special Rules

Obliterator Weapons: Kyborgs may chose one of the following weapons: Assault Canon, Heavy Flamer,

lasCannon, Multimelta, Twinlinked Flamer, TL Plasmagun or TL meltagun. All obliterators must chose the same weapon. They may not chose the same weapon twice in a row.

Mutilator Weapons: Pick one of the following at the start of any combat phase the mutilator is in close combat: Pair of: Lightning Claws, Chain Fists, Power Swords, Power Mauls. All Mutilators must pick the same weapon, and may not chose the same weapon two combat steps in a row.

Might of the Soulforge: Once per game, at the beginning of a shooting or close combat phase, a model may unleash the might of the Soulforge to reroll all failed to wound/armor penetration rolls. It suffers a glancing hit at a roll of 1 at the end of the phase.

Master of Machines: A Warpsmith may try to repair a friendly vehicle or curse an enemy vehicle.

repair: Needs to be in b2b or within the vehicle. On a roll of 5+ (4+ with mechadrites) he restores a hullpoint or removes one weapon destroyed/immobilized result.

Curse: Shooting attack: 18″ range. If it hits, the enemy vehicles weapons have the ‘gets hot’ special rule.

Psychic powers

Discipline of Tzeentch

Primary Power: Flames of Tzeentch Witchfire, Focus 1

24″, S5, AP-, Blast, Inferno (Inferno: Each unsaved wound causes an aditional D3 S3 AP – Hits)

1-2: Gift of Mutation: Blessing: Focus 1:

Friendly Character within 2″ suffers a S4 AP-hit and ma roll on the “Rewards of Chaos” table

3-4: Bolt of Corruption: Beam, Focus1

18″, S8, AP1, Detonation (If the target is an enemy vehicle and suffers a “Vehicle explodes” result the radius of the blast is 2d6 inches instead of D6 inches)

5-6: Odem of Chaos Witchfire, Focus 2

Template, S1, AP2, Poison (4+), corrosive. (corrosive: Vehicles hit suffer a glancing hit on a roll of 4+)

Discipline of Nurgle

Primary Power: Rot of Nurgle Witchfire, Focus 1

6″, Assault D6+1, Poison (4+), S2 AP 5. No effect on models of Nurgle (yes, model of Nurgle is the actual wording.)

1-2: Weapon Virus: Curse, Fokus 1

Range 24″. All ranged weapons in the enemy unit have the “gets hot” special rule

3-4: Plagued Present Curse, Fokus 1

Range 48″. Enemy unit rolls a D3:

1: Corpsefliesinfestation: -1 attack, shrouded

2: muscular atrophy: -1 Strength, may not run

3: Liquifying Fever: -1 Strength and -1 toughness

5-6: Plagued Wind Fokus 2, Witchfier

12″, S1, AP2, Assault 1, Blast (5″), Poison (4+)

Discipline of Slaanesh

Primary Power: Overload Witchfire, warp charge 1

24″ S4 AP4 Assault 4, concussive, Blind, Pinning

1-2: hysterical frenzy Blessing, Warp Charge 1

Pick non-vehicle unit within 12″ and roll a D3

1: +1 Initiative

2: +1 Strength

3: +1 Attack

3-4: Symphony of Pain Curse, Warp Charge 1

1 Enemy unit within 24 inches gets -1 BS and -1 WS. All ranged weapons directed at this unit get +1 Strength.

5-6: extatic wince Witchfire, warp charge 2

24″: S: special, AP – Assault 1.

Every nonvehicle model in the enemy unit suffers 1 hit with its own strength.

Codex Basics

The Codex itself

– Written by Phil Kelly

– 104 pages

– Fantasy format, hardback, full colour

– Cover is the artwork for Blood Gorgons by Henry Zou (a good book but I’m a little mystified by why they are using Black Library art?)

– All for the lump sum of – £30

– You can buy Psychic Cards, there are twelve in the set – £4.50

Models

– Dark Apostle (Finecast) – £11

– Sorceror (Finecast) – £11

– Warpsmith (Finecast) – £18

– Aspiring Champion (Plastic Clampack) – £12?

– Raptors/Warp Talons (Multipart Plastic Boxset) – £20.50

– Mutilators (Multipart Finecast Boxset) – £31.50

– Helldrake (Multipart Plastic Boxset) – £45

– Forgefiend/Maulerfiend (Multipart Plastic Boxset) – £40

– Chaos Space Marine Battleforce – £70

Contains:

– 10 Chaos Space Marines

– 5 Possessed Chaos Space Marines

– 1 Chaos Rhino

– 3 Chaos Bikes

CSM Rules

UPDATE – From the pages of the White Dwarf:

Chaos Boon table (D66 pick 2d6, one is your tens and the other is your ones)

These all have names but I will leave you to find them out yourselves

You have to win a challenge to roll on this table

11-16 – Nothing

21-22 – Replace model with Chaos Spawn

23 – +1 Attack

24 – Eternal Warrior

25 – +1 Strength

26 – +1 BS

31 – +1 Initiative

32 – Return to full wounds, if unwounded gain +1 Wound

33 – +1 Toughness

34 – Shrouded

35 – Armour Save improves by 1

36 – Melee weapon has Fleshbane

41 – Passing a Deny the Witch roll makes enemy Psyker take a Str 6 AP 2 hit

42 – Re-roll failed armour saves

43 – Melee attacks are Poisoned

44 – Crusader

45 – Hammer of Wrath

46 – Icy Aura (enemy models in base contact take a Str 4 AP 5 hit at Initiative Step 1)

51 – Adamantium Will

52 – A ranged weapon has +1 Strength

53 – Hatred (Everything!)

54 – Shred

55 – Melee attacks have instant death

56 – +1 WS

61 – Stubborn

62 – Fleet

63 – Feel No Pain

64 – Roll another d3+1 on this table (re-rolling Spawnhood and Apotheosis)

65-66 – Replace model with Daemon Prince

Warlord Traits

1 – Friendly units within 12″ of Warlord have Preferred Enemy (Space Marines)

2 – Melee weapons belonging to the Warlord and his unit have Soulblaze

3 – D3 infantry units may infiltrate (could this be new Creed???)

4 – Warlord and unit have hatred (everything!)

5 – Warlord causes Fear

6 – Warlord may re-roll Chaos Boons

There are 4 Psychic Powers for each of the 3 Gods (1 Primaris and 3 per roll)

All of which are REALLY useful

Marks of Chaos

Mark of Khorne – RAGE AND COUNTER ATTACK

Mark of Tzeentch – +1 to Invulnerable Save

Mark of Nurgle – +1 Toughness

Mark of Slaanesh – +1 Initiative

Lots of cool stuff

Chaos Characters MUST always accept and issue challenges where possible. (take Aspiring Champions EVERYWHERE, then your Chaos Lord has freedom to move about and mash up infantry with ALL THE ATTACKS)

That thing about Typhus and Plague Zombies?? Totally true. 

Cult Marines are all finecast bits upgrades. (apart from those who are already released)

Cultists ARE in the book (20 Cultists, 2 Flamers are 100 points!!!)

The Chaos Marines lose their Battle Report, so all of those neckbeards who say that new armies always win are WRONG.

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