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Warhammer - Warriors of Chaos
Warhammer - Warriors of Chaos
Warhammer - Warriors of Chaos
The name of the book is Warriors of Chaos, around 128 pages and writteen by Phil Kelly
Coming up in febuary:
- Plastic Daemon Prince(!)
There is supposedly a second wave due in the not too distant future, with models for the
Forsaken, War Altar, a new plastic Chariots and possibly even more things.
How does this list combine with the recent Daemons of Chaos list and the Beast of
Chaos list (due for an update in 2009)?
The new books are all stand-alone, so there will suppsedly be no option to use the other
books. However, certain units and characters from the Beast and Daemon books are
appearing in this one as well (ex: Daemon Princes, Chaos Trolls, Dragon Ogres...). Note
that although some units from the Beas book has been appearing here, that does not mean
that they won't show up in the Beast book. If you want to, compare how the Warhounds
were in both the Hordes and Beasts books.
Marks of Chaos
- generally Marks appear to be getting cheaper and the effect is the same on pretty much
anything. So a Daemon Prince gets the exact same benefit from the Mark of Khorne as a
unit of Marauders. The exceptions are when the rules don't actually work for that model, or
would give it a benefit it already had (obviously the standard Mark of Slaanesh would be
pointless on a Spawn since it is already Unbreakable).
Mark of Khorne
- Frenzy (though not for Giants or Spawn)
Mark of Nurgle
- attacking models get a penalty of -1 WS and BS
Mark of Slaanesh
- (almost) Immune to Psychology
- Giants and Spawn gain the Always Strike First rule
Mark of Tzeentch
- 6+ Ward save (or +1 to your Ward save if you have one already)
- Wizards also gain a +1 bonus to cast spells
Magic items
Magic items are no longer mark-dependant, so you could give a Lord of Slaanesh the Axe of
Khorne and a Collar of Khorne, if you wanted to. There is a pretty balanced selection of
items, with more weapons (naturally).
Chaos Gifts
These are in ADDITION to the points a character can spend on magic items, very much like
Vampire Powers work. Daemon Princes can get 100 pts of gifts, other Lords 50 pts and
Heroes 25 pts.
Effects are similar to what you often find with Arcane or Enchanted Items. Nothing gives
outright stats boost. As with magic items, what Mark a character has has NO effect on which
items he can buy.
Chaos Magic
There will be separate lores for the mortal followers of Chaos, they will NOT use the
Daemon lores from the Daemon book.
Lore of Slaanesh
#1: Weak magic missile that also hampers movement
#2: Enemy units within 18" must take Panic tests
#3: Frenzy-spell (very similar to before)
#4: Titilating delusions (very similar to before)
#5: Make frendly unit cause Fear or Terror
#6: Entire enemy unit must pass Toughness tests or take wounds with no armour save
Lore of Tzeentch
#1: Magic missile. Better and easier than the old Red fire
#2: Enemy unit takes LD test, loses wounds equal to what they lost the test by
#3: Enemy army cannot benefit from the LD of their characters. Enemy wizards miscast on
any double. Remains in play.
#4: Enemy unit attacks itself
#5: Upgrade any friendly model to an Exalted Hero. Remains in play.
#6 Infernal Gateway, cast on 15+. Does 2D6 hits at 2D6 Strength. On an 11 or 12 for
Strength the unit is removed
Lore of Nurgle
#1: Sniper spell. Chosen enemy model loses a wound
#2: Friendly unit gains Regeneration
#3: Stone-thrower like attack. Casuses S1 hits with no armour save.
#4 Cloying Quagmire: All models in unit must take an Initiative test. Those who fail must
then take an armour save. If they pass the armour save after failing the In-test, they die.
#5: Curse of the Leper. While in play reduces enemy S and T by 1 per turn. If reduced to 0
in either, they die. Remains in play.
#6: Rot, Glorious Rot! Every enemy unit within 18" takes D6 Strength D6 attacks with no
armour save
Lords
Chaos Lord
- some new metal models (a generic one on steed and a couple of Khornate ones)
- heaps of options
Sorcerer Lord
Daemon Prince
- doesn't have the Daemonic instability rule and is instead Stubborn
- is not Immune to Psychology and does not have magical attacks
- can Fly and causes Terror as standard
- Marks actually DO something, unlike in the Daemons book
Heroes
Exalted Hero
- Toughness 4
- 20 pts more expensive than in the old book (for no real boost)
Sorcerer
- new metal model for a Sorcerer of Nurgle
Character mounts
Any character can ride any mount (though the god-specific ones require the appropriate
mark and the same applies to chariots), apart from Manticores and Dragons, which are
limited to Chaos Lords and Sorcerer Lords.
- Chaos steed
- Daemonic Steed
- Juggernaut of Khorne
- Steed of Slaanesh
- Disk of Tzeentch
- Palanquin of Nurgle
- Chaos Chariot
- Manticore (this was previously presented as a joke, but apparently it is true)
- Chaos Dragon - takes up extra Hero choice
Core units
- there was supposedly a rumoured cultist unit, but that appears to have been incorrect, or
possibly mistaken for something else
Chaos Warriors
- the boxed set stays the same for the moment, but there is a new direct order upgrade
frame
- all units get Chaos armour, not just Chosen
- normal Warriors get 2 Attacks (but are still "only" WS5)
- 1 point more than in the old book (for a much better stat line and with cheaper
equipment)
- all units can get a magic standard
Marauders
- presumably the boxed set stays the same for the moment
- base cost 1 pt cheaper
- all the same options as before (and great weapons are cheaper)
- cheaper command options
- can get Marks of Chaos
Marauder Horsemen
- new plastic set of 5 models
- can get Marks of Chaos
- can re-roll pursuit rolls if they wish
- same options as before, but generally cheaper
Warhounds
- new plastic boxed set of 10 models
- only unit that does not count towards the minimum number of Core units in the army
- can buy a 6+ scaly skin and/or poisoned attacks
- were rumoured to not cause Panic in other units, but this turned out not to be the case
Special units
Chosen Warriors
- now a separate entry
- Weapon Skill 6, otherwise similar to Warriors
- start the game with a roll on the Eye of the Gods table (re-rolling Stupidity and No Effect,
so they always get something good!)
- new set of metal models with great weapons
- can be given Marks of Chaos
Chaos Knights
- new plastic boxed set of 5 models
- 40 pts each, with stats equivalent to old Chosen Knights (i.e. 2 attacks, and chaos
armour), though base S is now 4
- units start with magical weapons that also give them +1 Strength (i.e. 5 total) and may
swap these for (non-magical) lances
- cause Fear
- there is no longer any Chosen knights, though normal knights get nastier since they (like
the new Warriiors) have the profile of 6th edition Chosen
- can be given Marks of Chaos
Chaos Chariot
- new plastic boxed set at some point
- can be given Marks of Chaos
Forsaken Warriors
- apparently a unit of Chaos Warriors that are on their way to getting a bit too many
mutations for their own good
- Movement 6, but Weapon skill 4
- D3+1 attacks
- Frenzied (bonus attack included in the D3+1)
- hand weapon and heavy armour ONLY
- Otherwise quite similar to Warriors, and only slightly more expensive.
- They are human-sized guys and come on standard 25 mm square bases. They don't
skirmish.
- can't be given Marks of Chaos and have no command upgrades (actually no options at all)
Chaos Ogres
- start with heavy armour and can upgrade to Chaos armour
- can't get shields, but otherwise the same options as before
- can be given Marks of Chaos
Chaos Trolls
- base cost 10 points cheaper, but back to 3 attacks
- If they regenerate 2 or more wounds in the same phase they get a roll on the Eye of the
Gods table
- can't be given Marks of Chaos
- troll vomit is now magical(!)
Dragon Ogres
- can have a champion
- base cost is a bit less and includes light armour, but weapon upgrades are more expensive
- can't be given Marks of Chaos
Rare units
Chaos Giant
- can be given Marks of Chaos (Mark of Khorne gives +1 S, while the Mark of Slaanesh
gives Always Strikes First, the other two work as normal)
- 20 pts more expensive
- has a new special attack against big stuff (1/3rd chance) where it does D3 wounds with no
armour save and the giant regains that many wounds (up to its starting number of 6
wounds). This replaces the Eadbutt attack.
Hellcannon
- considerably simplified rules
- only take up 1 Rare choice
- can't be Marked
- can't get Gifts
- now counts as a Monster & Handlers unit that has a ranged attack rather than a war
machine (so if the crew dies, the machine has to make a monster reaction test on its own
Ld of 4, for example)
- fires like a stone thrower (which may or may not mean it can move and fire, though at
only 3" per turn that might not matter all that much)
- must pass a LD test each turn or move 3D6" towards the nearest enemy unit (presumably
this works pretty much like a spawn) INSTEAD OF firing. It can use the Ld of the crew (9)
instead of its own (4) if they are still alive
- can't spew ichor anymore
Spawn
- still 1-2 per Rare
- Mark of Khorne gives +1 S as before, while the Mark of Slaanesh gives Always Strikes
First
Shaggoth
- noticeably cheaper than before and with a higher Strength
- weapon options are more expensive
- only take up a single Rare choice, not Rare + Special or Rare + Lord as previously
- can't be Marked
Chaos Warshrine
- Quite similar to the VC Corpse Cart in that it is on a chariot base, but moves and fights
like a monster. May not be joined by characters.
- In the shooting phase, can give any unit within 12" a roll on the Eye of the Gods table.
BUT you can only have one active blessing with it at any one time, so if you want to bless
another unit you cancel out the previous one.
- lets champions gain rolls on the Eye of the Gods table if they kill enemies in challenges
(normally only characters can do this)
Special characters
Archaon
- 685 pts
- reasonably similar to what he was
- Mount of the Apocalypse lets him ignore difficult terrain
- there is only 1 version and he is still on his mount. As the Storm of Chaos is being glossed
over by GW as more than a little bit silly, there will presumably be no mention of his failure
in it.