HQ:
Chaos Lord
can be marked but not cult marked
comes with aura as standard
UNRELIABLE: has access to veteran skills
Chaos Sorceror
can be marked but not cult marked
comes with aura as standard
comes with force weapon as standard
has access to psychic powers:
standard access to undivided powers
if marked may choose the god specific power
UNRELIABLE: has access to veteran skills
Daemon Prince of Chaos
strength as standard
resilience as standard
essence as standard
mutation as standard
armour as standard
aura as standard
rune as standard
can be marked but not cult marked
does not have access to daemon weapon
comes with single ccw
counts as monstrous creature in close combat at least
has access to psychic powers in the same manner as chaos sorceror
may be given wings
WS 7, has no access to range weapons as such but BS assumed to be 3 or 0
UNRELIABLE: has access to veteran skills
Chaos Greater daemon (0-1, does not take up slot in FOC)
cannot be marked
cannot fly
ELITE
Chosen
access to infiltrate
may be marked but not cult marked
Terminators
may be marked but not cult marked
standard weapon remains the same
points cost brought in line with sm
0-1 heavy weapon option (reaper autocannon/heavy flamer)
may be upgraded to single lightning claw, power fist, chain fist as usual
may upgrade combi-bolters for combi melta/plasma/flamer as usual
may be able to fire combi-bolters and charge
any number may be upgraded to aspiring champions for +10 points each, this gives them an additional attack on their profile, no further bonus awarded
Possessed
can be marked but not cult marked
daemonic gift is rolled for randomly
1: no apparent ability
2: Furious Charge USR
3: Fleet of foot USR
4: Rending
5: Feel no pain USR
6: all attacks in close combat ignore armour saves
dreadnought
same options as usual
fire frenzy table watered down slightly
TROOPS
Chaos Space marines
bolter, bolt pistol, close combat weapon, frag grenades and krak grenades as standard
can be marked but not cult marked
Mark of nurgle: toughness stat +1
Mark of Slaanesh: initiative stat +1
Mark of Khorne: attack stat +1
Mark of Tzeentch: 5+ invulnerable save
do not have access to veteran skills
options depend on squad size
squad size 5-20
Death Guard: plague marines
bolter, bolt pistol, close combat weapon, frag grenades, krak grenades, blight grenades, toughness stat +1, feel no pain USR as standard
do not have access to veteran skills
Emperors Children: noise marines
bolter, bolt pistol, close combat weapon, frag grenades, krak grenades, initiative stat +1, access to sonic weapons
sonic weapons:
blast master: krak missile, small blast 1
doom siren: ap 3
do not have access to veteran skills
World Eaters: Berzerkers
bolt pistol, close combat weapon, frag grenades, krak grenades, attack stat +1, access to khornate weapons
UNRELIABLE: khornate weapons grant rending
do not have access to veteran skills
Thousand sons
bolter, close combat weapon, frag grenades, krak grenades, 5+ invulnerable save as standard
inferno bolts as standard
inferno bolts: ap3 bolter shots
slow and purposeful on 1d6
addition of a sorceror upgrades to slow and purposeful on 2d6
sorceror:
access to psychic powers
force weapon as standard
may take 2 psychic powers
bolt of change: ap1
mark of tzeentch doesnt auto pass psychic tests, tests must now be taken
do not have access to veteran skills
Lesser Daemons of Chaos (do not take up slots in FOC)
may not be marked
daemon summoning is unchanged
FAST ATTACK
Chaos space marine bikes
may be marked but not cult marked
(mark of nurgle is cumulative with the bike bonus: toughness 6 bikes)
UNRELIABLE: may have the scout rule
do not have access to veteran skills
Chaos space marine raptors (no longer 0-1)
may be marked but not cult marked
lose hit and run USR
price brought back in line
do not have access to veteran skills
Chaos Spawn Packs
UNRELIABLE: may be marked in same way as fantasy spawn
HEAVY SUPPORT
Havocs
may be marked but not cult marked
no option changes
do not have access to veteran skills
Obliterators (no longer 0-1)
may not be marked
strength and toughness 4
energy weapons only (las plas melta)
power weapons, no power fists
Chaos Predator
brought in line with DA predator
Defiler
may exchange reaper autocannon and heavy flamer for 2 dreadnought close combat weapons
may be upgraded to fleet of foot USR
loses indirect fire
becomes ws 3, still strength 8, monstrous creature in close combat
has a max of 6 attacks on the charge
OTHERS:
- armoury is gone
- daemonic gifts are gone
- daemon weapons gone
- generic daemon weapon introduced: +1 strength, +d6 attacks, if a one is rolled on the d6, something bad happens (different sources have different results)
- UNRELIABLE: daemon weapon does not gain god specific abilities
- drop down menus introduced for all unit entries, like codex: DA
- thousand sons aspiring sorcerors may not have power fists
- mark of tzeentch imrpoves current invulnerable save by 1 (lord with MoT: 4+ aura save)
- piece of equipment available that acts simlilarly to the imperial teleport homer
- daemonic mounts expanded:
daemon beast of chaos
palanquin of nurgle
steed of slaanesh
juggernaught of khorne
disk of tzeentch
- rhino brought in line with DA rhino
- vehicle upgrades:
vehicles may no longer be marked
daemonic possession takes away transport capacity and decreases BS to 3
extra armour is equal in points to DA extra armour
UNRELIABLE:: mutated hull points decrease
- alpha legion rules gone, no longer can all marines inflitrate, cultists gone
- word bearers rules gone, daemonic flavour gone, demagogue and accursed crozius gone, daemonic variety gone, all daemonic models have same stat line and abilities
- iron warriors rules gone, same FOC as normal list, vindicators and basalisks gone, servo arm and iron father gone
- night lords rules dead, no stealth adept, can still be represented easily enough however, and not much character is lost
- all chaos armies in existance will now technically be black legion, although for all intent and purposes they may be painted different colours and may have your own chapter name, as the book is focusing on renegade marines and phasing out 10,000 year old war veterans
- pure cult armies are now impossible, unless all troops are one cult option and all other choices are vehicles, but HQ choice will still be a non cult marked chaos space marine
- cult army list rules gone, favoured number gone and all restrictions lifted
SPECIAL CHARACTERS
all special characters in the current codex remain
Abbadon
attack style change:
Talon of Horus and Drach N'yen act as a single weapon to give D6 attacks, double strangth, ignore armour saves and re-roll all failed to hits and to wounds.
Kharn
ws 8 and counts as a monstrous creature against vehicles (2d6 armour penetration)
Ahriman
can use 3 psychic powers per turn, 1 of these can be his force weapon (which his staff now counts as)
Typhus
has a daemon force weapon
can use nurgles rot without a psychic test
nurgles rot
all models without the mark of nurgle within 12 inches take a strength 3 hit (could be all squads with a model within 12 take hits equal to squad size)
Huron Blackheart
Tyrants claw counts as a powerfist with an intergrated heavy flamer.
Can use ' Time Warp' psychic power without having to test
PS: Если все будет так то хаос как боевая армия умрет, останется токо фан