• Alle Gottheiten kommen nicht so ganz miteinander aus, aber die grosse Fehde ist eben nicht zwischen Khorne und Tzeentch. Wenn es sein muss, arbeiten sie zusammen.

    Für Leman Russ, Bud Spencer und die Wolfszeit!!

  • Pfuipfuipfui, nicht bei mir. Ich denke das der Hintergrund (wenn man sich mal so quer liest) deutlich genug die Meinung auch dieser zwei Gottenheiten einander Gegenüber klar macht, das ich sie nie zusammen stellen würde.


    Aber ich freu mich auch schon nach dem neuen Codex über "Tzeentch-Themen-Armeen" welche Besessene enthalten.
    So sehr ich die Dinger auch liebe, jedem der Tzeentch spielt und die reinnimmt kann ich dann leider nur belächeln. Aber das neue Codex wird das maximieren von Listen fördern und den Fluff in Armeen weiter einschränken.


    Und bevor ich wieder haue bekomme. Ja, Tzeentch und Khorne konnten schon immer in einer Armee gespielt werden. ;)

    Eine Szene findet dich und nicht du die Szene.

  • Bei Tzeentch Themen-Armeen sind Besessene auch kein Problem, nur bei Thousand Sons wird es da etwas schwierig.

    Für Leman Russ, Bud Spencer und die Wolfszeit!!

  • Okay okay, sollte deutlicher schreiben. Ich meinte natürlich die Thousand Sons, schrieb ja schon vorher von den Büchern der Gottheiten und bezog mich darauf.


    Bei "normalen" Tzeentch armeen passt es natürlich, auch weil er ja der Herrscher des Wandels ist, allerdings würde ich mich dann zieren Thousand Sons z ustellen eigentlich. Denn warum sollte Ahriman seine Elitekämpfer einfach immer irgendwo abstellen. Da gerade der Hintegrund der Thousand Sons sehr explizit ist, was bei den anderen Kult-Marines ja weniger der Fall ist, da sind es einfach "normale" gesegnete eines Chaosgottes. Die Thousand Sons allerdings sind rein durch Ahriman erschaffen.


    Aber ich glaube ich bin da auch immer zu sehr auf Fluff getrimmt, soweit sogar das es weit über die normalen Regelbeschränkungen hinausgeht!

    Eine Szene findet dich und nicht du die Szene.

  • So Leute, ein Spieldesigner, näheres weiß man nicht, hat sich in Warseer ordentlich verplaudert und eine wahre Flut von Informationen, für die er mit seinem Namen einsteht, heraussickern lassen. Ich denke das sind jetzt die finalen Meldungen, bevor wir das Werk in Händen halten werden:
    ARMY LIST
    HQ:
    Lord :
    WS 6 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | Ld 10 | Sv 3+/5+
    -90 points
    -Fearless
    -Daemonic Aura (5+ invulnerable) as standard
    -Can have Marks, not Icons
    -Can have Terminator Armour, Bike, Jump Pack/Wings, or Steed
    -The Daemonic Steed options are:
    .....-Palanquin of Nurgle: +1 A, +1 W; count as 2 models in Land Raider
    .....-Juggernaut of Khorne: +1 A, +1 S; may not be transported
    .....-Disc of Tzeentch: +1 A, Jump Pack
    .....-Steed of Slaanesh: +1 A, Cavalry
    -Can be marked
    -The Chaos Lord is equiped with a Bolt Pistol and CCW. You can purchase a Combi-Weapon for him.
    -Daemon weapon and almost everything is cheaper if in Terminator Armour.
    -Cannot be saved from instant death (no rune or whatnot)
    -Comes with Bolt Pistol, CCW, frag and krak grenades
    -Can have:
    ...-Icons;
    ...-Personal Icon
    ...-Plasma Pistol
    ...-Power Weapon
    ...-Power Fist
    ...-Deamon Weapon
    ...-Lightning Claw
    ...-Pair of Lightning Claws
    ...-Melta Bombs


    Daemon Prince:
    WS 7 | BS 3 | S 6 | T 5 | W 4 | I 5 | A 4 | Ld 10 | Sv 3+/5+
    -110 points
    -Most expensive possible is 210 points
    -Counts as having a single CCW
    -Fearless
    -Daemonic Aura (5+ invulnerable) as standard
    -Very few options
    -Can have an Mark, not Icon
    -Can have Wings
    -Can have psychic powers (can have 2 with mark of tzeench)
    -Monstrous Creature
    -Is immune to instant death (Called Eternal Warrior)
    -May have pychic powers


    Sorcerer:
    WS 5 | BS 5 | S 4 | T 4 | W 3 | I 5 | A 3 | LD 10 | SV 3+/5+
    -100 points
    -Fearless
    -Daemonic Aura (5+ invulnerable) as standard
    -Can have Mark, not Icon (Tzeench most expensive then Nurgle then Slaanesh no MOK)
    -Can have Terminator Armour, Bike, Jump Pack/Wings, or Steed
    -Force Weapons as standard
    -Sorcerers with an Icon of Tzeentch may use two powers per turn
    -Can have familiar


    Greater Daemon
    WS 9 | BS 0 | S 8 | T 6 | W 4 | I 5 | A 5 | LD 10 | SV -/4+
    -1 per army max
    -100 points
    -Does not take up a FOC slot, very cheap for its stats
    -Fearless
    -Daemonic Aura (4+ invulnerable) as standard
    -Monstrous Creature
    -Moves as Infantry (no option for wings)
    -Can’t be Take Icon
    -Possession: When a Greater Daemon becomes available from Reserve, it can replace any friendly character model (aspiring champion, sorcerer, etc) you choose. There is no need to designate a Daemonvessel ahead of time.


    ELITE:
    Possessed:
    WS 4 | BS 4 | S 5 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV 3+/5+
    -26 Points
    -5-20 in a squad
    -Have a SINGLE CCW, nothing else
    -Daemonic Strength and Daemonic Aura (5+ invulnerable) as standard
    -Can have an Icon
    -Random Power Table. Roll d6 after deployment:
    .....1: Scouts
    .....2: Furious Charge
    .....3: Fleet of foot
    .....4: Rending
    .....5: Feel no pain
    .....6: Power weapons


    Chosen:
    -One attack
    -18 points
    -Bolter, Bolt Pistol, CCW, Frags, Kraks
    -Can have an Icon
    -Huge amount of options (like Dark Angel company veterans)
    -May have one heavy weapon and 4-5 (one can replace Heavy) special weapons or 4 CCW (Power Weapon/Fist, Lightning Claws) that replace special weapon
    -Infiltrate as standard
    -5 to 10 models a squad.
    -Chosen are not fearless.


    Terminators:
    -30pts per model
    -3-10 per squad
    -Can always Deep Strike
    -Combi Bolter / Power Weapon
    -2 Attacks base
    -+10 points for an extra attack per model
    -Heavy Flamer / Reaper Auto Cannon for special weapons/Heavy Weapon haven't changed in points.
    -2 Special / Heavy allowed for squads of 10, 1 Special / Heavy for anything less
    -May swap out both weapons for a Pair of Lightening Claws or Power Weapon exchanged for Powerfist/Chainfist (points unknown)
    -No Veteran Skills
    -Combiweapons - Anyone in the unit can upgrade to one of these for 5 pts. All Combiweapons are lumped together for the same price.
    -Icons of Chaos - You can tailor your Terminators to specific roles with these.
    -Single Lightning Claws - Any terminator can take one of these. It costs the same as a pair(10pts) but frees up a hand to use a combi weapon.


    Dreadnoughts:
    -Can't have icons
    -Can have Multi-Melta
    -Can take Extra Armour
    -May be given 2 DCCW.
    -Frenzy table still exists but is slightly changed: If no viable frenzy, count as sane.
    -Can't take D possesion nor Havoc Launcher


    TROOPS
    Chaos space marines:
    -Can have Icon
    -Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
    -If 10 or more models, may take Heavy or second Special weapon.
    -Aspiring champion limited to basic wargear upgrades (PW, PF, PP)
    -5 to 20 squad size.
    -Melta Guns cost same, plasma gun cost more


    Khorne Berzerkers:
    -21 points
    -Have the +1A over normal marines, WS5 and furious charge
    -No chainaxes
    -They are armed with CCW and BP, and have the option for plasma pistols as they do now.
    -Fearless
    -No more Blood Frenzy (so no more bonus movement, but also no more uselessly chasing Land Speeders around the table)


    Plague Marines:
    -Same Cost as TS
    -Initiative 3
    -T4(5)
    -Blight grenades (-1A to enemies engaged in hth if they charged).
    -Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
    -Fearless.
    -Feel no Pain.
    -Can take 2 Special weapons under 10 models.


    Noise Marines/Emperors children:
    -Access to sonic weapons (replaces bolter) for 5 points
    -Doomsiren AP3, only for Aspiring Champion
    -1 blastmaster per squad
    -Noise Marines are the cheapest of the Cult marines (before Sonic weaponry)
    -Noise Marines can take a heavy weapon with only 6-strong squad
    -no more Combat Drugs
    - Bolter, Bolt Pistol, CCW, Krak and Frag Grenades Standard.
    -Fearless
    -Icon of Slaanesh (+1 I)
    -One model may have a Blastmaster (blast mode now AP3)
    -The Noise Champion may replace his Close Combat Weapon with one of the following:
    ...-Power Weapon
    ...-Power Fist
    The Noise Champion may have:
    ...-Doom Siren
    ...-Meltabombs
    -One model may be given a personal icon.
    -May have Rihno


    Thousand Sons:
    -Slow and purposeful on 1 dice
    -Only 1 wound
    -Sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful
    -No BP or CCW.
    -Fearless
    -Icon of Tzeentch (4+ Invulnerable)
    -All models have AP3 Inferno bolts for their bolters
    -Mandatory Sorcerer (comes with Force weapon)
    -No more extra wound.
    -The only CSMs (cult or otherwise) that come with an Aspiring (you have to pay for him tho)
    -Asprin Champion has Force Weapon and Bolt Pistol as standard and may cast 2 psychic powers a turn(different) but may only shoot once.


    Generic Lesser Daemons (Daemon Pack):
    WS 4 | BS 0 | S 4 | T 4 | W 1 | I 4 | A 2 | LD 10 | SV -/5+
    -Do not take up a troop slot
    -5 to 20 in one squad
    -No instability
    -Can’t take Icon
    -13 Points
    -Summoning: Daemon Packs enter play via Deep Strike, but MUST be placed within 6" of an Icon. Since Icons act like Teleport Homers, this means Daemons will never scatter! They may not move on the turn they arrive, but they CAN assault.
    -Destroyed if no Icon not he field but can come out of incon in transports


    FAST ATTACK:
    Raptors
    -20 Points
    -1 Less special weapons than before
    -Can have an Icon
    -May Deep Strike
    -No more hit and run
    -5-20 in one squad
    -May take melta bombs
    -Champion may replace his BP for a PP and hid CCW for a PW or PF or both for 2 LCs


    Bikes
    -Number/squad: 3-10
    -Wargear:
    ...-Power Armor
    ...-Bolt Pistol
    ...-Frag Grenades
    ...-Krak Grenades
    ...-Close Combat Weapon
    ...-Chaos Bike with twin-linked Bolter
    -May take icons
    -Up to two Chaos Bikers may replace their Close Combat weapon with one of the following:
    ...-Plasma gun
    ...-Meltagun
    ...-Flamer
    -One model may be upgraded to a Biker Champion
    -He may replace his Close Combat Weapon with one of the following:
    ...-Power weapon
    ...-Power fist
    -He may replace his bolt pistol with a plasma pistol.
    He may have melta bombs


    Chaos Spawn:
    -Does not take up a FOC slot
    -About 40 Pts
    -Worse save than before
    -Slow and Purposeful & Beasts (this means they move 2d6-pick-highest, fleet 1d6, charge 2d6-pick-highest x2)


    HEAVY SUPPORT:
    Obliterators:
    WS 4 | BS 4 | S 4 | T 4 | W 2 | I 4 | A 2 | LD 10 | SV 2+/5+
    -Fearless
    -75 points
    -Slow and Purposeful
    -Can morph Plasma cannon, Lascannon, twin-linked plasma gun, twin-linked flamer, twin-linked melta and MULTI-MELTA!!!
    -Can’t be Take Icon
    -Power fists


    Predator


    Vindicator
    -125 points
    -Can take Extra Armour and D possesion


    Land Raider
    -Cheaper than before (220 points)
    -No more Infernal Device
    -Smoke Launcher and Search Light free


    Defiler
    -150 points
    -Fleet
    -WS3
    -A3
    -May exchange Reaper Autocannon and/or Heavy Flamer for additional CCW having up to 6A
    -No longer a Monstrous Creature, has Dreadnought CCWs now (bringing its Strength up to 10)
    -No more indirect fire
    -Lascannon upgrade 10 pontis cheaper


    Havocs
    -Can take Icons
    -Havocs do not have combat squads. Kind of CSM squads that can take 4 special/heavies.
    -15 points each
    -Can be up to 20 in one squad


    VEHICLES:
    -Smoke Launchers and Searchlights as standard on all vehicles
    -Extra Armour is 15 points
    -Combi-weapon upgrades are still possible.
    -Mutated Hull is gone and so is Parasitic Possetion.
    -Daemonic Possession no longer negates transport capacity, but reduces BS to 3.
    -Rihno is 35 points
    -There are still Dirge Casters, Pintle Mounted Weapons, Dozer Blades and Havok Launchers available for vehicles. Not all of those are available to all vehicles.
    -Havoc Launcher is like a Typhoon Missile Launcher (+1 STR, - AP, -1 Shot and TL form the current one)



    MARK OF CHAOS (Icons)
    -These now take the form of Icons that most units can take. The cost of an Icon is fixed for each unit, regadless of unit size. This means larger units essentially pay less points per model for the same Icon.
    -All units except vehicles, Obliterators and Cult units can purchase one of the following Icons (listed from least to most expensive):
    -Icon of Chaos Glory: The new name for Mark of Chaos Undivided. Grants morale re-rolls. Not available to ICs as they are all Fearless anyway.
    -Icon of Slaanesh: +1 initiative (least expensive)
    -Icon of Khorne: +1 attack
    -Icon of Tzeentch: Grants a 5+ invulnerable, or improved existing invulnerable by 1 (so Termies go up to 4+, for example)
    -Icon of Nurgle: +1 tougness (does not count towards instant death) (most expensive but sometimes same point as IOT)
    -These Icons are the only way to align a non-Cult unit to a particular god. They grant no other benefits than what is listed above (Icon of Slaanesh does not grant access to Sonic weaponry, for example)
    -All Icons also act as Teleport Homers for Daemons, Terminators and Obliterators.
    -"Squads" with only one man can not have icons; they get marks, same bonus except they don't act as Teleport Homers for Daemons, Terminators and Obliterators. But most of these models get personal icon, no stats benefit but they do act as Teleport Homers for Daemons, Terminators and Obliterators.
    -For the Normal choas Space Marine Squads and a fiew squad, Icons cost:
    Chaos Glory - Meltagun
    Slaanesh - Raptor
    Khorne - Terminator
    Tzeentch - 2x Raptor
    Nurgle - Slaanesh and Khorne combined


    PSYCHIC POWERS
    -Some major powers still exist (Wind of Chaos, Gift of Chaos, Doombolt)
    Doombolt changes to S4 AP3
    -Warp Time is a new psychic power that allows the caster to re-roll failed rolls to hit and to wound in close combat
    -Each god except Khorne also has one specific power:
    -Nurgle: Nurgle's Rot; Range 12", all models in target unit take a S3 hit on 4+. Saves -allowed.
    -Slaanesh: Lash of Submission; If target unit fails Ld test, you may move it 2d6"
    -Tzeentch: Bolt of Change; as before but AP1
    -No more mass mutation


    UNIT LIST:
    HQ: Chaos Lord, Chaos Sorcerer, Daemon Prince, Generic Greater Daemon*
    Elites: Chosen, Terminators, Dreadnought, Possessed
    Troops: Chaos Space Marines, Berserkers, Plague Marines, Thousand Sons, Noise Marines, Generic Daemons*
    Fast: Raptors, Bikes, Chaos Spawn*
    Heavy: Havocs, Defiler, Vindicator, Land Raider, Predator, Obliterators


    Units marked with (*) do not actually use up slots on the Force Organisation Chart
    There are no 0-1 or similar limits anymore except for Greater Daemons who are 0-1. Your unit choices are only limited by the FOC. Yes, you can have two Daemon Princes.


    GENERAL:
    -Veterans skills are mostly gone. A few units still have a predetermined skill, but you may no longer pick and choose.
    -There are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.
    -The only way to get a 2+ Save is via Terminator Armor.
    -No way to counter psychic powers
    -Lone models(ICs or MC with only one in squad) do NOT get Icons of chaos: they get MARKS.


    DAEMON WEAPONS:
    - Daemon Weapons cost 40 pts.
    -Grants D6 extra attacks, but if a 1 is rolled for the number of attacks, the model takes a wound and can't make ANY attacks in that combat phase.
    -Power Weapon
    Two-Handed
    - In addition the following marks will have the effect on the Weapon (Mark is determined by what has been applied to the Lord/Sorc):
    …-No Mark - +1 STR
    …-Khorne - Bloodfeeder - Additional D6 (total of 2D6 Attacks) if a 1 is rolled on either dice, you lose a wound and may not attack. Double 1s is not cumulative, you only lose 1 wound.
    …-Nurgle - Plaguebringer - Poisoned attacks that always wound on a 4+.
    …-Tzeentch - Deathscreamer - Can be used a shooting weapon with the following profile: 24", S4, AP3, Assault D6 - if a 1 is rolled for number of shots, lose a wound and no shots are fired.
    …-Slaanesh - Blissgiver - Causes instant death


    SPECIAL CHRACTERS:
    -All are HQ choices


    Typhus:
    -Manreaper is a Nurgle Daemon Weapon that is also a Force weapon
    -Has Nurgle's Rot psychic power, does not need to pass psychic test to use it, and may also use the Force weapon in the same turn


    Abaddon:
    -Has the benefits of all Icons (+1A, +1I, +1T, 4+ invulnerable)
    -Drachnyen and the Talon now count as a single Daemon Weapon, which grants +1d6 attacks, doubles strength, and re-rolls all dice to hit and to wound!
    -Immune to instant death
    -Most expensive SC.


    Ahriman:
    -Knows all psychic powers except the Slaanesh and Nurgle specific ones
    -Force Weapon
    -May use up to three psychic powers (including the force weapon) per turn
    -He is REALLY expensive. Aside from Abaddon he is the most expensive special character.
    -His bolt pistol has inferno bolts not that you will use it all that much.


    Kharn:
    WS 7 | BS ? | S 5 | W 4 | W ? | I 5 | A ? | LD 10 | SV 3+/5+
    -Gorechild gains 2D6 for armour penetration against vehicles
    -Immune to all psychic powers
    -Furious Charge
    -Still hits allies on a 1


    Fabius Bile:
    -Not too bad. He has a decent amount of attacks. He has Feel No Pain now in addition to a 5+ Invulnerable. Can still enhance models.


    Lucius:
    -Ddecent for his points. He has a Doom Siren, removes attacks from enemies in BtB with him and does wounds whenever he makes a save in CC.


    Huron Blackheart:
    -Tyrant's claw is a powerfist with built in heavy flamer.
    -Hamadyra grants him the "Warp Time" psychic power



    From darkness I cry for you, the tears you sheed for us are the blood of the Elven kind,
    O Isha here I stand on the last shore a sword in my hand, Ulthuan shall never fall.