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Chaos Codex | ||
Author: Jervis Johnson
Category: Miniature Company/Publisher: Games Workshop Line: Warhammer 40,000 3rd edition Cost: 14.95 Page count: 48 SKU: 60 03 01 02 002 Playtest Review by Robert Berry on 10/08/99. Genre tags: Science_fiction Far_Future Space Gothic |
Bob's Chaos Codex Review
Editor's note: Not quite a 'review' so much as an FAQ, but worth reading I've been playing 40k since the Rogue Trader days. After several discussions with my friends I have taken it upon myself to write my opinions on the new 40k3 Chaos Codex. I don't want this to be taken as a just a complaint about the codex. I want to voice my opinions, my concerns, and list questions about the codex. A summary of the house rules, questions and my answers for them are printed at the end of the review. Special Rules There Can Be Only One. A chaos army must be led by either a Chaos Lord or a Daemon Prince. You may not have both and you must take one. This rule prevents power gamers from taking two super characters in one army. The fact that you must have one is likely to be ignored by in a 500 pt game. In small games make sure that your opponent follows this rule. Summoning Daemon summoning now takes place at the beginning of the assault phase starting on turn two. You make a "reserve-like" test for the daemon unit. Khorne daemons get a +1 on the test if you have models within 6" of the enemy. Nurgle gets +1 if an enemy model was killed in the last shooting phase. Slaanesh gets +1 if an enemy unit has failed a moral check this turn. Tzeentch gets +1 if any psychic powers were used this turn. Nurgle and Tzeentch are the easiest to get the bonus. The Khorne bonus is not too hard. Slaanesh has the hardest time getting the bonus. The daemon unit must be summoned if they are available. The ordnance marker is placed touching a chaos model and the scatter die is rolled. Hit means the marker stays in place, otherwise it moves 2d6". The daemons are placed on top of the marker. Question: If the summoning marker deviates onto an enemy unit, are the daemons prevented from appearing because they are going to be placed within one inch of an enemy model and/or have no room on the marker? There is no bonus for having models bearing the mark of the patron of the daemons you are summoning. Daemonettes are just as likely to appear next to Khorne Beserkers as they are Noise Marines. House Rule: If the ordnance marker for summoning daemons is placed touching a model bearing the mark or a cult marine of the daemon's patron, then you may reroll the scatter die. This will mean that daemons are more likely to appear next to models bearing their mark. Daemonic Possession. Greater daemons can not be summoned. They can only appear by possessing one the mortal characters in the chaos army. Starting turn two roll a d6 for each mortal character in the chaos army. You choose the order in which to roll. On a 6 the greater daemon possesses that character. The character is killed and the daemon is placed where it was. Again there is no bonus for marks of chaos. I think it would be over balanced to allow +1 to the die roll if the model bears the mark of the greater daemon. House Rule: After checking for all other characters you may reroll one character bearing the mark of the greater demon's patron. Thousand Sons don't have Aspiring Champions, so an all Tzeentch army has a hard time getting a greater daemon on the board. The White Dwarf Chapter Approved article now allows for Thousand Sons units of exactly nine models to have one of it's members to be possessed by a Lord of Change on a d6 roll of 4. I think the 4+ is a bit extreme. Since, units may only have one Aspiring Champion. The rule should be on a roll of 6, one of the squad is possessed. Corrupted. Chaos Space marines do not follow the And They Shall Know No Fear rule of regular space marines. Chaos marines know fear, they have abandoned their homes and broken the vows they made to protect humanity. Also, they have a strong sense of self preservation, and know when to run from a more powerful enemy. Marks of Chaos There are five Marks of Chaos; Undivided, Khorne, Nurgle, Tzeentch, & Slaanesh. Characters may have one of these marks. Mark of Chaos Undivided is the general mark of non-cult armies. This mark allows the model / unit to reroll it's moral test. This mark makes up for the chaos marines losing the And They Shall Know No Fear rule. Khorne is the blood god. He embodies mindless & absolute violence, destroying everyone and everything within reach. The Mark of Khorne gives the character +1 strength. This simple bonus allows followers of Khorne to kill their opponents in HTH combat with ease. Nurgle, the great lord of decay. Disease and putrefaction attract his daemons like flies to a corpse. The infected bodies of his followers become bloated. They feel no pain from the injuries inflicted on them. The Mark of Nurgle grants +1 toughness. This makes the followers of Nurgle harder to kill. Tzeentch is the great sorcerer, the god of magic, the changer of ways, master of magic and subtly. Tzeentch favors magicians and users of magic. The Mark of Tzeentch allows the follower to use psychic powers automatically. No test is need for the psychic powers. Slaanesh, the depraved one, master of luxury, over indulgence, unnatural passions, corrupting vices and cruel temptations. His followers revel in perversity and debasement. They have sacrificed themselves in the endless pursuit of pleasure and new experiences. Followers of Slaanesh receive +1 attack. I don't know why but they do. Headquarters 0-1 Chaos Lord Equipment: none Upgrades: Any equipment from the armoury, sorcerer, retinue. Chaos Lords are independent character models unless accompanied by a retinue. They may be either exalted or mighty champions. The difference is 15 points and one wound. Chaos Lord Retinue Squad Size: 5-9 Any Chaos Lord may have a retinue of chaos veterans (veterans lose their ability to Infiltrate). A Chaos Lord in terminator armor may have a terminator unit as a retinue and this unit may Deepstrike. Lords with the mark of one of the chaos powers may have the cult unit as a retinue. Question. If a Chaos Lord has a retinue of fearless troops does he gain the fearless ability or does the unit lose its fearless ability? Any number of models in the retinue may be upgraded to Aspiring Champions One Aspiring Champion or one Thousand Sons model can be designated as a standard bearer. The champion must have the appropriate mark of chaos to be given one of the standards. Undivided - Chaos Icon Before the game, nominate one summonable daemonic unit in the chaos army to enslaved to the Icon. At the start of any chaos turn the daemons may be automatically summoned within 6" of the Icon. The unit may move and shoot as normal. Question: Can the Chaos Icon enslaved daemons be summoned on the turn the icon bearer Deepstrikes? Khorne - Banner of Rage Once per battle in any assault phase, every model (except models with the mark of Slaanesh) within 2d6" of the standard gain +1 strength. Question: Does the Banner of Rage effect Slaanesh daemons and Noise Marines, since they do not bear the mark of Slaanesh? Nurgle - Plague Banner Once per battle the banner can release a spell which inflicts d6 wounds on any enemy mortal models within 6" of the standard. No more than one wound per enemy. No saves allowed. Question: Can invulnerable save be made vs. the Plague Banner spell? Slaanesh - Rapturous Standard Any unit within 6" of the standard bearer becomes fearless. Question: Does the Rapturous Standard effect enemy models? Tzeentch - Blasted Standard The Blasted Standard can release a spell once per battle in the assault phase, after models have moved but before attacks are resolved. The spell inflicts 2d6 Strength 6, AP 4 hits on enemy models within 6" which count towards the HTH combat. 0-1 Daemon Prince Equipment: none Upgrades: marks of chaos, chaos gifts, wings, psychic powers. They are independent characters, fearless, monstrous creatures, have invulnerable saves. Daemon Princes with shooting type psychic powers will have a ballistic skill of 3. Daemon Princes are no tougher then their mortal equalivant. Since they do not have the powered armor of a Chaos Lords they are actually easier to kill. House Rule: Daemon Princes should be Toughness 5. Chaos Sorcerer Equipment: none Upgrades: mark of Chaos Undivided, Nurgle, Slaanesh or Tzeentch (Khorne hates wizards). Any equipment from the armoury, psychic powers. They are independent characters. The psychic powers are based upon the mark of chaos the sorcerer bears. The psychic powers are : Undivided - Doom Bolt Used in shooting phase. Range: 18" Strength 5, AP 4, Assault 3 Nurgle - Stream of Corruption Used in model's assault phase instead of moving. Template wounds any model touched on 4+, no armor or cover save (invulnerable save may be used) Slaanesh - Fleshy Curse Used in the assault phase instead of attacking. Pick one enemy model within 2" and roll a d6. If roll is greater than target's toughness or a 6, the victim is slain and replaced with a chaos spawn controlled by the caster. The spawn may attack in the assault phase. Question: Can Fleshy Curse be used on any assault phase or just the model's assault phase? Tzeentch - Flames of Tzeentch Movement phase instead of moving. Range 48" strength 9, AP 2, Heavy 1 Greater Daemons. Equipment : none Upgrades : none There are four greater daemons, one for each power. They are independent characters, fearless, fearsome (if a greater daemon wins an assault their opponent automatically breaks), monstrous creatures, with invulnerable saves. Bloodthirster. This daemon is true to form. The bloodthirster's strength 8 will kill most models outright with one hit. His wings give him a 12" assault move ignoring terrain. Great Unclean One. Nurgle's greatest advantage has always been toughness. The GUCO has the lowest toughness of the greater daemons. He is the only greater daemon who can be killed outright. His 6 wounds are no advantage to a dreadnought with a strength of 10. One hit he's dead. It seem to me he should be toughness 6 and 5 wounds . The Great Unclean one has the psychic power Stream of Corruption. This power requires a LD test to use. Keeper of Secrets. The keeper has the psychic power Fleshy Curse. This power requires a LD test to use. The keeper should have more special abilities, like the ability to mesmerize its opponents. Lord of Change. The Lord of Change has wings allowing it to make a 12" assault move. The tzeentchian greater daemon automatically uses its psychic power, Flames of Tzeentch. Flames of Tzeentch is a heavy weapon attack it can only be used if the model doesn't move. The Lord of Change has wings improving its ability to assault. You may not make assault moves if you stay still to use a heavy weapon. Why does Tzeentch get movement bonuses but a psychic power that can not be used if you move? The Great Unclean One and The Keeper of Secrets can kill themselves using their psychic powers an Eldar Warlock can't. Elites Chaos Terminators. Squads size: 5-10. Equipment: power weapon and twin-linked bolters. Upgrades: one heavy weapon, combi-bolters, powerfist, chainfist, lightning claw, Aspiring Champion, cult terminators Chaos terminators may Deepstrike (teleport). For 20 points a model, the squad may become one of the cults. Khorne Beserker terminators gain +1 strength. Plague Marines gain +1 toughness. Thousand Sons gain immunity to shooting attacks of strength 4 or less. Noise Marine gain +1 attack, may substitute their combi-bolter for a sonic blaster and may have a blastmaster as a heavy weapon. All cult terminators are fearless. Question. Do cult terminators bear the mark of their chaos patrons? Can the aspiring champion of the cult terminator squad be given the mark of the patron? Giving a cult terminator champion the mark of his patron allows for a champion model to have higher stats then a Chaos Lord may have. Khorne Beserker champions with the mark of Khorne are Strength 6 and Nurgle champions with the mark of Nurgle are Toughness 6 (a higher toughness then the greater daemon of Nurgle). Question. Can Thousand Sons terminators assault? Normal Thousand sons marines can't make an assault move. Chaos Veterans Squad size: 5-10 Equipment: bolter / bolt pistol and close combat weapon. Upgrades: 2 heavy / special weapons, frag & krak, Aspiring Champion, rhino They count as a troop choice if you have a Chaos Lord with the mark of Chaos Undivided. They may Infiltrate if they are not a retinue or mounted in a rhino. Chaos veterans pay a higher price for their heavy weapons then normal chaos space marines because they can have two in one unit and can infiltrate. Khorne Beserkers Squad size: 5-20 Equipment: bolt pistol and close combat weapon. Upgrades: 2 plasma pistols, frag & krak, Aspiring Champion, rhino (if squad is 10 models or less) They count as a troop choice if you have a Chaos Lord with the mark of Khorne. Khorne Beserkers are fearless. Cult marines do not have the mark of their chaos patrons. Khorne Beserkers have +1 attack over normal chaos marines. The mark of Khorne is +1 strength. The mark of Slaanesh is +1 attack. Khorne Beserkers in previous editions of 40k were Subject to Frenzy. This rule allowed them to double their attacks when charging. House Rule: Khorne beserkers should have the mark of Khorne, strength 4(5) and one attack. When they assault they receive +2 attacks instead of the usual +1 attack. Khorne beserkers must always make an assault move if they are in range and always sweeping advance when they win. Plague Marines Squad size: 5-10 Equipment: plague knife and bolter or bolt pistol. Upgrades: one special weapon, blight grenades (-1 to be hit in HTH combat when they assault), Aspiring Champion, rhino. They count as a troop choice if you have a Chaos Lord with the mark of Nurgle. Plague Marines are fearless. Cult marines do not have the mark of their chaos patrons. Plague Marines are the only cult marines to have their patron's mark bonus included in their profile. They are toughness 5. Plague Marines don't have the mark of Nurgle. The Aspiring Champion may be given the mark and receive the bonus twice. A Plague Aspiring Champion with the mark of Nurgle is Toughness 6. Lords Greater Daemons and Daemon Princes dedicated to Nurgle are Toughness 5. A champions should not be able to be tougher then a greater daemon. House Rule. Plague Marine should have the mark of Nurgle. They should be Toughness 4(5). No big change to game mechanics but it does prevent the Toughness 6 Aspiring Champion. Thousand Sons Squad size: 5-10 Equipment: bolter. Upgrades: rhino They count as a troop choice if you have a Chaos Lord with the mark of Tzeentch. Thousand Sons are fearless. Thousand Sons are animated suits of powered armor. They have no bodies. Any shooting attack of strength 4 or less does not affect a Thousand Sons model. Thousand Sons may be attacked in HTH combat with no penalty. They may not make assault moves. Also, they always count as stationary when firing their Bolters. Thousand Sons have 2 wounds each. They are very hard to kill with shooting attacks. Cult marines do not have the mark of their chaos patrons. Even though, it would do them no good if they did because they do not have psychic powers. I think Thousand Sons should count as having the mark of Tzeentch. Possessed Marines Squad size: 5-10 Equipment: bolter or bolt pistol and close combat weapon. Upgrades: rhino Possessed marines are fearless. They gain three other random special abilities to represent their daemonic powers. They are expensive and powerful. They allow great possibility for conversion work and can be used in any " Themed " army. Troops Chaos Space Marines Squad size: 5-10 Equipment: bolter or bolt pistol and close combat weapon. Upgrades: 1 heavy weapon, 1 special weapon, frag & krak, Aspiring Champion, rhino. These are the backbone of any chaos army. They are tactical squads, but can be used as assault squads when given a rhino. Daemon Packs Squad size: 5-10 Daemons are summoned troops. They have an invulnerable save. The pack may only be of daemons from one patron. The pack types are: Bloodletters of Khorne (S +1), Plague Bearers of Nurgle (T+1), Daemonettes of Slaanesh (A+1) and Horrors of Tzeentch (shooting attack). The shooting attack for Tzeentch is a useless ability for daemons. Daemons are summoned on the Assault phase, usually within range for a charge. They can not use their power when they appear. If they do assault they can not shoot while in HTH. Thousand Sons, the cult marines of Tzeentch, can not assault. The best strategy for a Tzeentch army would be to have the daemons appear in front of the Thousand Sons models to assault for them. Horrors will never get a chance to use their shooting ability. Originally Horrors had another special ability. When you killed a Pink Horror it was replaced with two Blue Horrors. I think that they should get this ability back. Nurglings Squad size: 3-10 Nurglings are the only daemons that are not summoned. They have 3 wounds, 3 attacks and an Invulnerable 5+ save. I love these little Slimeballs. Transport Chaos Rhino Type: Tank Weapons: storm bolter Transport: 10 Marines (no Terminators) Upgrades: One chaos gift , all vehicle upgrades The chaos rhino should not be armed with a storm bolter. The combi-bolter is the weapon for chaos. Storm bolters were developed after the heresy. Chaos armies still use 10,000 year old technology. Fast Attack Daemonic Beasts Squad size: 5-10 Daemonic beasts are summoned troops. They have an invulnerable save. They move as Cavalry (6" Move, 12" Assault). The pack may only be of daemons from one patron. The Beast types are Fleshounds of Khorne (S +1), Fiends of Slaanesh (A+1) and Flamers of Tzeentch (shooting attack). No Nurgle beasts are listed but Nurgle does have one, the Beast of Nurgle. They listed as a chaos gift for the same point cost as daemonic beasts. You should be able to buy packs of Beasts of Nurgle as a Fast Attack unit. They wouldn't be able to move as Cavalry, but they'd have 2 wounds and d6 attacks. Flamers originally had a shooting ability. I think it could be modified to allow them to shoot before they assault. The fact that Flamer's have a 12"assault move makes their shooting ability even more useless than the Horror's. Daemonic Cavalry Squad size: 5-10 Daemonic Cavalry are summoned troops. They have an invulnerable save. They move as Cavalry (6" Move, 12" Assault). The Cavalry may only be of daemons from one patron. The Cavalry types are Plague Bearers riding Beasts of Nurgle (T+1), Daemonettes riding Steeds of Slaanesh(A+1) and Disc of Tzeentch with no riders (ignore terrain when moving). Beasts of Nurgle are a chaos gift. Their stats include 2 wounds, d6 attacks and no special movement rule. Plague Bearers on Beast of Slaanesh have a 12" Assault, 1 wound and 2 attacks. A true combo of Plague Bearers on Beasts should be no movement bonus, 2 wounds and d6 + 1 attacks. Discs of Tzeentch are listed as a Chaos Gift, they move as jump pack (12" move, 6" assault, ignore terrain). As a Cavalry unit the movement ability is reversed. Daemonic Cavalry are more expensive then Daemonic packs. The 12" assault move and 5 initiative makes up for the 5 point difference. Chaos Space Marine Bikes Squad size: 5-10 Equipment: twin-linked bolter and bolt pistol or close combat weapon Upgrades: replace two bolters with meltagun or plasmagun, frag & krak, Aspiring Champion Chaos space marine bikes increase the riders toughness and attacks by +1. They move 12 " and assault 6". The bike mounted weapons always rapid fire. Question: Do bike mounted plasmaguns overheat? Question: Can the Aspiring Champion in the bike squad gain the bonus to attacks for the pistol & close combat weapon? Juggernaughts of Khorne Squad size: 1-5 Bloodletters riding juggernauts are summoned daemons. They are just nasty. Strength 5. Toughness 6, 2 wounds, 4 attacks and 5+ Invulnerable save. Ouch!. They do not have any increase to their movement ability. They are the slow "fast attack" squad. 0-1 Chaos Raptors Squad size: 5-10 Equipment: bolt pistol and close combat weapon, frag & krak grenades Upgrades: 2 plasma pistols, 1 special weapon, Aspiring Champion. Raptors have jump packs. The rules for are given in the armory section. Move 12" assault 6" ignore difficult terrain when moving. The rules for Jump Packs say a model with a jump pack may Deepstrike. The special rules under raptors do not say this. Question. Can A Raptor squad deploy using Deepstrike? Raptors automatically break their opponents in HTH combat when they win the assault on the turn they charge, the Fearsome Charge. They also can voluntarily fall back from HTH combat at the end of the assault phase, after moral tests are taken, and then automatically regroup and consolidate , Hit and Run. Raptors may not use this ability if they are forced to fall back. Question. Can a Raptor squad use its Hit and Run special ability to fall back after assaulting a vehicle? Raptors are 10 points more expensive then Space Marine assault squads. Their two special abilities more than make up for this cost. Heavy Support Havocs Squad size: 5-10 Equipment: bolter or bolt pistol and close combat weapon. Upgrades: three heavy weapons, Aspiring Champion, rhino The Havoc are the chaos equalivent of space marine devastators squads. They pay the high price for heavy weapons because they can have three in the squad. Noise Marines Squad size: 5-10 Equipment: sonic blaster Upgrades: 3 blastmasters or doom sirens, frag & krak, Aspiring Champion with bolt pistol, close combat weapon and doom siren, rhino They count as a troop choice if you have a Chaos Lord with the mark of Slaanesh. Noise Marines are fearless. Noise marines are double the cost of normal marines. They have no bonuses to their profile. The Aspiring Champion can not have a sonic blaster. Cult marines do not have the mark of their chaos patrons. Mark of Slaanesh is +1 attack. No Slaanesh marine unit gains the benefit of this ability. I feel that the cult marines units should bear the mark of their patrons. Since Noise Marines are a Heavy Support unit I propose a new Slaanesh Raider elite squad that has the mark of Slaanesh, two attacks base. Noise marines had the ability to distract mortal psykers. Noise marines should have this ability back. House Rule: Any model that makes a successful LD test to use a psychic power within 12" of a Noise marine model, must reroll the test to activate the power. 0-1 Chaos Obliterators Squad size: 3-6 Equipment: body weapons Upgrades: none Obliterators are fearless. They may Deepstrike. They may not makes assault moves or sweeping advances. They can morph weapons from their bodies. If they don't move they may morph heavy weapons. They may not duplicate weapon types in the squad. They are very expensive terminator variants. Chaos Dreadnought Type: Walker Weapons: close combat weapon with twin-linked bolter, and 1 heavy weapon. Upgrades: replace bolter with heavy flamer, replace close combat arm with missile launcher. one chaos gift. any vehicle upgrades (including dozer blade). At the start of the shooting phase, roll a d6 for the dreadnought, though the rule actually says before shooting the dreadnought. Question: Can you avoid rolling for fire frenzy by choosing not to shoot the dreadnought? On a 1 the dreadnought has Blood Rage and moves d6" towards the nearest enemy. If it assaults it doubles it attacks. If the dreadnought has been immobilized treat as rolling a 6. On a 6 the dreadnought has Fire Frenzy. The dread fires all of its weapons twice. Roll to hit for all weapons and then allocate each hits to a separate model starting from the closest and then moving progressively further away. Models in close combat may be shot at. The chaos player pick the order of the weapon hits. If the dreadnought is in HTH combat treat as rolling a 1. Since models are turned in the shooting phase towards their targets, the only way to avoid being shot with your own dreadnought is to not be near it. Chaos Predator Type: Tank Weapons: autocannon or twin-linked lascannon turret. Upgrades: heavy bolter or lascannon sponsons. one chaos gift. any vehicle upgrades. Chaos Land Raider Type: Tank Weapons: two twin-linked lascannons and one twin-linked heavy bolter. Upgrades: one chaos gift, any vehicle upgrade. Transport: 10 Marines or 5 Terminators. Question: Can you deploy a unit inside a transport vehicle not bought as part of the unit's description? It is not possible to take a Chaos Lord and his retinue in terminator armor and mount them in a Land Raider. Land Raiders may only carry 5 terminators. The minimum squad size for the Lord and retinue is six. Chaos Wargear Chaos Armor: like Artificer Armor, 2+ save Chaos Bike: T+1, A+1, 12" move, twin-linked bolter upgraded to meltagun or flamer. Question: Can the Aspiring Champion of a Bike Unit upgrade his bike with the options listed in the Wargear section? Jump Pack: 12" move ignoring terrain when moving. Deepstrike. Question: Can an Independent Character join a squad before the game begins, so he can Deepstrike with them? Sorcerer's Scrolls: reroll psychic test once per battle. Sorcerer's Staff: +d6" range for psychic power (not Stream of Corruption). Spiky Bits: reroll one failed HTH "to hit" roll Terminator Armor: A+1, save 2+, move and fire heavy weapons, move and still rapid fire weapons. Deepstrike. Question: Can a Chaos Sorcerer of Tzeentch wearing Terminator Armor move and still use his psychic power? Chaos Gifts The chaos gifts may only be given to models that have the approtiate mark of chaos. The gifts are: Undivided: none Khorne: Axe of Khorne - power weapon. On 6 roll to hit gain additional attacks. Collar of Khorne - wearer immune to being killed outright by Force Weapons. Psychic powers that target the wearer are nullified on a roll of 2+ Juggernaught of Khorne - T+2, A+2, wearer may not have terminator armor. Nurgle: Beast of Nurgle - model is accompanied by a Beast of Nurgle. The beast must stay within 2" of the character at all times. Blight Grenades - Thrown when assaulting the model is -1 to be hit in HTH combat. Nurgle's Rot - After normal attacks in HTH combat roll a d6 for every mortal model in base to base contact with the character. On a roll of 6 they take a wound. No armor save except for Invulnerable. Plague Knife - kills mortal model wounded outright on a roll of 6. Plague Sword - power weapon. kills mortal model wounded outright on a roll of 4+. Slaanesh: Doom Siren - may be used in place of normal shooting weapon. Template, Strength d6+4, AP 6. Steed of Slaanesh - A+1, counts as cavalry. Model may not have terminator armor. Tzeentch: Disc of Tzeentch - Model moves as jump pack. Model may not have wings, terminator armor or bike. Talisman of Tzeentch - All opposing psykers are -1 on LD test to use psychic power. Chaos Vehicle Gifts and Upgrades Vehicles may have one chaos gift and one each of the vehicle upgrades. Troop transports for cult marines may only be given their patron's chaos vehicle gift. Coruscating Warp Flame: (Tzeentch) Any model making a close combat attack against the vehicle suffers a single, Strength d6, AP 4 hit before their attack is resolved. Question: Can models with multiple attacks suffer multiple hits from Coruscating Warp Flame vehicle gift? Do models making supporting attacks in HTH combat (2") suffer hits from Coruscating Warp Flame? Daemonic Possession: (Undivided) Stunned and Shaken damage results are ignored. The vehicle loses its transport ability. Since undivided chaos armies do not have specific daemons, it would make more send if this gift was for any chaos power. Destroyer: (Khorne) Land raiders, predators or rhinos only. When the vehicle does Tank Shock and the enemy unit doesn't fall back, any model forced to move suffers a hit on 4+, normal armor saves allowed. Blood for the blood god and ramming speed ! Havoc Missile Launcher: Heavy 2 missile launcher for chaos vehicles. Chapter Approved corrected this upgrade to allow all vehicles to have it. Nurgle Infestation: (Nurgle) +1 armor value on all locations. Nurgle vehicles are harder to kill also. Warp Amp: (Slaanesh) Your army must include a squad of Noise Marines to have a vehicle with a warp amp. Predator, rhino or dreadnought only. Enemy models suffer moral penalties the closer they are to the vehicle. This vehicle upgrade allows Slaanesh daemons to be summoned easier. Question Summary / Bob's Answers Summoned daemons: If the summoning marker deviates onto an enemy unit, are the daemons prevented from appearing because they are going to be placed within one inch of an enemy model and/or have no room on the marker ? BA. Models may not move within one inch of the enemy except during the assault phase. daemons are summoned during the assault phase, so they may be placed within one inch of the enemy. Also the daemons rip into the material universe from the warp, if they don't fit, place them as close as possible. Chaos Lords and retinue: If a Chaos Lord has a retinue of fearless troops does he gain the fearless ability or does the unit lose its fearless ability? BA. The unit is no longer fearless since they are being led by the Chaos Lord. Can the Chaos Icon enslaved daemons be summoned on the turn the icon bearer Deepstrikes? BA. I would say yes. Deepstrike unit deploy on to the battlefield and can not move in
Style: 4 (Classy and well done)
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