The book is due November 1st 2008. It will focus on the mortal followers of the chaos gods, with more unit choices than currently, and next to no daemons. It will include Dragon Ogres, Shaggoths, Giants, Ogres and Trolls. The name of the book is Warriors of Chaos, around 128 pages and writteen by Phil Kelly
New models in the first wave - Plastic Chaos Knights (5) - Plastic Marauder Horsemen (5) - Plastic Warhounds (10) - Metal Chosen Warriors with great weapons (assume two different boxes of 5, one with command) - Metal Chaos Lord of Khorne on Jugger - Metal Chaos Lord of Khorne on foot - Metal Chaos Lord on Chaos Steed - Metal Chaos Sorcerer of Nurgle - Wulfric the Wanderer - Sigvald the Magnificent Coming up in febuary: - Plastic Daemon Prince(!)
Spearhead box contains 36 minis and the army book: -5 Knights -5 Marauder Horsemen -10 Warhounds -10 Chosen -6 metal characters (Khorne Lord on foot & Jugger, generic Lord on steed, Nurgle Sorcerer, Sigvald the Magnificent and Wulfric the Wanderer) Battalion box is rumoured to contain: -12 Warriors -20 Marauders -5 Chaos Knights -10 Warhounds 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.
Army special rule All units in the army can re-roll failed PANIC tests. This applies to all units and is a replacement of the old Mark of Chaos Undivided.
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.
Eye of the Gods There is apparently a table of chaos rewards that characters and units can get to roll on before or during the game. For example Chosen units supposedly start with a roll on this table, while characters supposedly get to roll on it after killing enemies in challenges and if they kill a Large Target. If you include a Warshrine then champions too can benefit from this. 2: Gain Stupidity (no extra effect if you have it already) 3: +1 Toughness 4: +1 Strength 5: +1 Attack 6: +1 Armour (max. 0+) 7: Nothing 8: Magic Resistance (3) 9: +1 Leadership 10: Cause fear (re-roll if already causing Fear) 11: Cause terror (re-roll if already causing Terror) 12: Stubborn and 4+ Ward save Duplicate boosts are re-rolled. Effects last for the rest of the battle (sort of, see Warshrine).
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. Galrauch (Chaos Dragon of Tzeentch) - lower LD, so higher chance of not doing anything - can't do anything on a failed test and makes half his attacks against himself (the other half against the enemy, if in combat) Valkia the Bloody (Daemon Princess of Khorne) - uses the head of a Slaaneshi Daemon Prince as a shield (reduces enemy attacks by 1) - magic spear gives her S7 and killing blow on the charge - NOT frenzied, but still has 6 attacks at WS9 - somewhat weaker than a true daemon prince, with one less wound, no ward save and only causing Fear - works as a BSB for friendly units - lets all units re-roll results on the Eye of the Gods table, if they wish Kolek Suneater (Shaggoth Lord) - second-oldest Shaggoth - Strength 8 with 6 attacks and a weapon that does D3 wounds - several 8s for stats - 2+ armour save - can call down a special lightning attack in the shooting phase, doing D6 S6 hits to an enemy unit - attracts lightning spells cast within 12" of him Sigvald (Slaaneshi Chaos Lord) - has a mirror shield and can suffer from Stupidity due to looking at himself in it - Leadership 10 and Stubborn - he and his unit ignores terrain penalties - only T4, but his armour gives him Regeneration and a 1+ save - his sword gives him +2 A and always strikes first Wulfrik the Wanderer (Undivided Exalted Hero) - captain of a magical ship called the Seafang which he said around in. It basically allows him and a unit of Marauders to enter the battle from any table edge, similar to how Dwarf Miners work. Has no other magical equipment. - can decide who accepts the challenges he issues (from those able to)
- gains +2 S versus one model nominated at the start of the game Throk, The Troll King (Troll Hero) - WS5 S6 T5 W4 A5 - 175 pts - makes Chaos Trolls a Core unit, even if he's not the army General - all monstrous units (Ogres, Trolls, Dragon Ogres, Warhounds, Monsters) can use his Ld (of 8), even if he is not the general AND they can also re-roll break tests - his vomit attack (called Copious Vomit) does D6 hits at S6 and can also be used as a oneshot S5 breath weapon that also ignores armour saves Scyla (Khornate Spawn) - an old special characer from 5th edition - re-release of existing model - upgrade for a Spawn, but treated as a character - faster than a normal spawn, higher WS, S, W and A Vilitch the Curseling (Tzeentch Sorcerer Lord) - when his opponent fails in an attempt to cast or dispel a spell, Vilitch gets the dice used and may use them during that magic phase (a failed attempt to cast gives him dispel dice, and vice versa) - knows all the Tzeentch spells Festus the Leechlord (Nurgle Sorcerer) - a level 2 sorcerer that always knows Curse of the Leper as one of his two spells - gives his unit a 5+ regeneration save and poisoned attacks - makes his unit only pursue d6", but if they catch their enemies they gain double VPs