Sunday 24 February 2019

Warriors of Chaos 9th Edition 1.0 out now!

Took well over 3 months, but it's finally finished. At nothing short of 274 pages, this is my longest book yet (and hopefully will be as well). It contains rules and background from 4th, 5th, 6th, 7th and 8th Edition, The Liber Chaotica, The Liber Carnagia, Liber Ecstatica, Liber Infectus, Liber Mutatis, The End Times, Slaves to Darkness, Lost and the Damned and The Tome of Corruption. And this is still not a complete compilation as there is just too much stuff written overall to include in an army book, but this does include the absolute best and most interesting parts for the Warriors of Chaos, the parts left out mainly being about the Cults in the Empire.

As for rules, Marks of Chaos are now much more important to the build of your army, as models with different marks treat each other as suspicious/desperate allies. This means that theming your army will become much more important. You can of course still mix Marks in your army if you wish, but these will pretty much be treated as allies rather than parts of the same force.

I have also been doing some shuffling around in the army list, mainly moving core to special and special to rare, so you won't be spamming super-elites more than basic troops. In total, WoC now have 8 Core Units, 12 Special Units, and a ridiculous 15(!) Rare Units (don't blame me, I'm not the one who made all those Monsters!). No one should be able to say WoC are not spoiled for choice in that department. Note that a few of the changes in this book are written with the upcoming 1.4 version of the 9th Ed rulebook in mind (such as Psychology tests), so in case something is a little unclear, it will be cleared up with that update.

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This update contains the following changes from the Ravening Hordes version:
  • New Hero: Slaughterpriest (Khorne version of a spellcaster)
  • New Core unit: Marauder Champions (Marauders with S4 and I4).
  • New Core unit: Marauder Hunters (skirmishers armed with throwing axes or javelins).
  • New Core unit: Marauder Chariot.
  • New Special unit: Skin Wolves (MB)
  • New Rare unit: Varanguard (Chaos Knight MC)
  • New Rare unit: Pusgoyle Blightlords (Nurgle MC)
  • New Rare unit: Giant Chaos Spawn (Mo)
  • New Special Character: Crom the Conqueror (from SoC)
  • New Special Character: Kordel Shorgaar (BSB).
  • Added The Will of Chaos special rule from 7th ed, allowing models to re-roll failed Panic tests.
  • Mark of Slaanesh now gives both Immunity (Psychology) and Stubborn, costs 2 pts for normal units. 
  • Mark of Nurgle gives -1I along with +1T.
  • Eye of the Gods is now rolled if the character destroys a non-Expendable unit or kills an enemy character (which no longer needs to be done in challenges).
  • Streamlined Damned by Chaos and Dark Apotheosis so they either give spawndom or daemonhood, no roll needed. Changed a few of the results to remove pointless ones like Evil Eyeball. Eye of the Gods is now only rolled for characters and Chosen rather than normal champions (as champions are no longer able to get killed separately, and keep things easier to keep track off).
  • Models with different Marks treat each as suspicious/desperate allies.
  • Lots of Chaos Mutations from earlier editions added. 
  • New Magic Items: Chaos Daemonsword, Rending Sword, Crimson Armour of Dargan, Crown of Everlasting Conquest, The Book of Secrets, Banner of Wrath. All God-specific banners removed (will be part of Magic Items expansion instead).
  • Lords can take 75 pts worth of mutations and powers, heroes can take 50, chieftain can take 25 pts
  • Chaos Knights moved to Special, Ensorcelled weapons cost 4 pts.
  • Chaos Chariot moved to Special.
  • Renamed Soulflayers to Fatemasters. Have fireglaives which give them Flaming and Magical Attacks. Have the Master of Fate special rule, allowing friendly units within 8" to re-roll 1's when making armour saves. May not take standard bearers or musicians. 40 pts (previous cost from RH list was bugged).
  • Removed Rot Knights, they will instead be a simple upgrade in Kazyk the Befouled's unit entry in the Champions of Chaos book.
  • Chaos Warshrine moved to Rare, completely reworked to give blessings to all units, not just affect the Eye of Gods table, have 5+ ward by default (so 4+ with MoT), 110 pts.
  • Dragon Ogres T5, Shaggoth T6. Cheaper halberds.
  • Skullcrushers moved to Rare, 76 pts, Ensorcelled weapons cost 4 pts.
  • Wrathmongers are a separate unit, moved to Rare. 
  • Chaos Warhounds do not count towards the minimum number of Core Units that you need to include in your army. 
  • Forsaken do not count towards the minimum number of Core Units that you need to include in your army. Forsaken are not Skirmishers by default.
  • Cultists do not count towards the minimum number of Core Units that you need to include in your army. Cannot take Marks.
  • Chaos Warriors cost 15 pts
  • Chosen do not have Rewards of the Gods, cost 17 pts. Have the Chosen of Gods special rule, letting them gain powers through the Eye of the Gods table like characters by destroying enemy units.
  • Flayerkin are S3, cost 6 pts.
  • Marauders have shields by default at 5 pts, can take additional hand weapons.
  • Hellstriders 18 pt, get ward save as their first upgrade, Hellscourges give ASF instead of +2 Initiative. 
  • Chaos Sorcerers with Marks have to use their patron god's lore.
  • Hellcannon follows rules for Daemonic. Fixed "Thzzz" result.
  • Daemon Princes follows rules for Daemonic.
  • Added Fiend Tail and Regenerating Flesh upgrades to Chimera, nerfed to S5, 175 pts.
  • Slaughterbrutes have W6, can upgrade claws like in 8th ed, 230 pts.
  • Mutalith Vortex Beast have W6, 250 pts. Aura of Mutation cast on 5+.
  • Chaos Trolls cannot take Marks, can take light armour. Have Natural Armour (6+).
  • Chaos Ogres 28 pts, start with light armour, can take medium armour.
  • Juggernauts have Impact Hits (D3) instead of Murderous Charge, are WS4.
  • Disc of Tzeentch have the Hover rule instead of Fly, 25 pts.
  • Chaos Spawn have Random Movement 2D6, cost 40 pts. 
  • Chaos Giants Giant of Tzeentch 15 pts, Slaanesh 15 pts (gives Unbreakable and +1I).
  • Chaos War Mammoth 325 pts, have W10. Trample causes D3 hits per rank rather than D6. Throw back into combat inflicts D6 Hits. Gore is now D6+1 attacks.
  • Putrid Blightkings, Skullreapers and Wrathmongers are Skirmishers.
  • Nerfed Bloated with Disease, it now only increases Wounds (thus avoiding situations where lucky rolls could result in a T10 model).
  • Bliss in Torment buffed, you get to roll one D6 for each spell cast, plus one D6 for each wound inflicted.
  • Lash of Slaanesh S4, does not allow units that takes casualties from it to March in their next round.
  • Pavane of Slaanesh now causes 1W for each point the Ld test was failed by, 12" range, 8+ to cast.
  • Slicing Shards Leadership test are taken at the unit's unmodified Leadership.
  • Pink Fire of Tzeentch roll 2D6 for range, rather than using artillery dice.
  • Glean Magic is now S4, is now a hex spell.
  • Tzeentch's Firestorm replaced with 7th ed's Treason of Tzeentch, causing enemies to strike their own unit (so yay, another hex spell for Tzeentch to cast into combat!)
  • Treason of Tzeentch renamed to Pandemonium.
  • Daemonic Mounts have S5.
  • Archaon no longer has the mark of each god, but a different blessing from each one like in 7th ed (as Archaon really isn't an uncontrollable maniac who is bloated with disease anyway). Nurgle and Slaanesh. Cost 575 pts. Dorghar option costs 50 pts.
  • Kholek has the Armour of the Storm magic item. Cost 465 pts.
  • Vilitch have heavy armour, 360 pts.
  • Valkia has a 5+ ward against missile attacks. Gaze of Khorne only affects units with Mark of Khorne. 350 pts.
  • Sigvald have the Mirrorshield magic items, magic him -1 To Hit in close combat. 305 pts.
  • Festus Healing Elixers give Regen 6+. Cost 250 pts.
  • Throgg 265 pts.
  • Scyla Anfingrimm may not be the army's General.
  • Wulfrik the Wanderer 160 pts.

With this one done (except for patches of course), I can finally start working on the Champions of Chaos and Daemons of Chaos books. Having to sort through all the source material for WoC I have also managed to do the same for DoC though, so it should not take as long to finish. Aiming for a release of Champions in March and Daemons in late April or early May. Enjoy!

Disclaimer: Approximately 947 hours of death metal was listened to and 58 goats were sacrificed to the Dark Gods during the creation of this book.

44 comments:

  1. Phenomenal work. Been looking forward to this for ages. Slightly sad Rot Knights have gone back to being Kazyk only but do you think the Blightlords are the replacement for them? But like I said think it's great.

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    1. You could say that, yes. Rot Knight have no models for them, unlike the Blightlords.

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  2. Nice one! I introduced my friends to your work around new year, and more and more of them are getting hooked.
    So uh.. Will there be an 8th ed version of this book? Maybe just a Ravening Hordes list? I know it is a long one, but 8th is still what people know and want in my community.

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    1. Eventually there will be an 8th ed ravening hordes version, yes.

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  3. Hello, amazing work so far, congratulations.

    Are you going to do something with the hinterlands of khuresh?

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  4. I hope you're having a nice anniversary Mathias. :-)

    First off, the book looks amazing from start to finish. Very inspiring.You've nailed the layout once again.

    The book looks very good overall Mathias (to be perfectly clear), but ther eare always somethings that one either disagrees with, sees could be better or have alternate ideas for. You knwo how it goes by now. I've not spent too much time looking at point costs etc yet, but here are my initial thoughts so far:

    Suggested Fixes and changes to Beastiary, Mutations and Armoury:
    •Eye of the Gods: Perhaps Dark Apostheosis on the Eye of the Gods table should specify that any previously lost wounds are restored when turning into a Demon prince. Probably your intention I imagine, but it doesn’t really say so. This will make it a little more tempting for a chaos lord to become one as well, as the Demon Prince has gotten a nerf right now (rightfully so).
    •Gorebeast Chariot: No more T6, yet same point cost increase as before (130 pts)? Hardly seems worth ever using it. Perhaps a +2 AS against missile attacks from the front, to compensate for the lost speed and show off the problem of shooting at the armoured beast and shielded chariot from the front? Twas abit much, especially not that it could act as a character mount for a T4 hero, but some commin sense middle-ground seems reasonable.
    •Fatemasters: Glaives are not Polearms? Seems odd.
    •Warshrine’s «Favour of Slaanesh» -Almost useless due to Movement phase being before the Magic phase and Slaanesh being immune to most Psychology and being Stubborn in the first place. I imagine this is an oversight as you were considering other options earlier.
    •Chaos Trolls: Missing Natural Armour 6+ in the beastiary. Will of Chaos seems a bit out of place for them tbh. They wouldn’t even know what being a fanatic is and I doubt they even know anything about the chaos gods etc…
    •Dragon Ogres: By definition, only one model will ever be wounded so Storm Rage description is a bit odd. Perhaps it should be stipulated that friendlies can target them with Lightning based attacks, even though this is normally not allowed.
    •Slaughterbrute: Point cost increase of +25 pts? I know it was increased to 6W, but it was not worth its points originally, so now I think it will be less popular even tbh.
    •Mutalith Vortex Beast: A bit of the same as the Sloughterbrute, but not to the same extent. Considering that no-one seems to play this thing, I think it is safe to say that it is not cost-effective (unless are consistently very lucky with the Aura of Mutation rolls). I think the Auro of Mutation rule needs simplification and more consistency. Make it a Chaos Spawn creator first and foremost. That way it would at least be appealing from a fun/create havoc perspective. I think it needs more than just+1W and a point cost ficx to really see play.
    •Chaos Giant: Still thinking the Marks of the gods are odd on him, especially the Mark of Tzeentch. :-P
    •Disc of Tzeentch: I like that you made it a hover thing (as I’d really have liked to order that super-glue the rider would have needed under his shoes otherwise), but I think it should give LoS as if Towering. The 360 degree vision is not as important now that you fixed some of the Tzeetch spells.
    •Palanquin of Nurgle: seems like some buff is missing. You’re paying 40 pts for what exactly? A bigger base and 6 Ws3, S3 attacks?
    •Archaon: Instead of re-rolling any eye of the gods roll, perhaps making him immune to Demonhood or Spawndom, just like the Chosen unit. He is not seeking Demonhood after all and Fate seems to have other things in mind that letting him become a mere spawn… Both those options go directly against his very being.
    •Vardek Crom: His Master of Chaos Undivided rule is a bit uninspiring tbh. These units already re-roll Panic tests… Encorcelled Weapons?
    •Kordel Shorgar: Banner of the Gods could probably change to something a bit universally better/more useful, especially since MoS provide Stubborn already.

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  5. •Valkia: Should have suggested this earlier, but instead of her armour providing a 5+ ward save against missile attacks, how about giving her the Daemonic special rule instead? Khorne himself brought her back to “life” and remade her after all, and she is clearly not meant to be used in a unit anyway…
    • Sigwald: His Shield does not really provide anything unique that make him stand out, so I struggle to see the value of him when you can pretty much re-create him as a generic lord. Ld 10 is nice, but Stupidity makes him little appealing. With the Mirrorshield and Auric Armour, he also breaks the one magic item per category rule btw. Some Beguile-type rule where he could potentially temporarily turn foes against their friends on certain roll would go better with the lore and possibly make him a bit more intriguing to take against low LD armie sat least (hence he’d have abit of a specilalist type use).
    •Wulfrik: I still can’t see him being used much as he’s most likely be a 3’rd character option in the list at best, even with the point cost reduction. Granted, in much larger battles, where you can afford to have a Hero and a unit act as ambushers, he may still find a role, but since most battels are not played at that level generally speaking, I don’t see him being a popular option, even with the point-cost reduction.
    • Kholek: Perhaps this armour ability would be much better if baked into Storm Rage overall, as this seems to be what Dragon Ogres in general are fighting near the mountain tops for in the first place. It would also go a long way towards fixing Storm Rage to become something useful. It seems like you might actually have stumbled across a Dragon Ogre fix that is also lore friendly without realizing it.

    •Mantle of Chaos: A bit too powerful perhaps? It pretty much makes you immune to shooting (discovered after an enemy unit has spent a turn trying to shoot you). It pretty much makes a WoC unit immune to missile fire from anything but the more hard-hitting warmachines. An auto include vs all elves… I’m also afraid that it will work a bit too well alongside Mark of Khorne type great-weapon wielding type units and the like, as they will pretty much be able to cross most tables without really taking any damage of note (effective counterplay is effectively removed)
    Suggested change: Make it an option of non-marked Characters only. Give them LD +1 and Hatred (all) and reduce point cost.

    •Conjoined Humunculus: weel need a second look when magic rules are updated.

    •Beastial Visage seems a bit poor when measured up against Fearsome Aura in terms of value for points. Also, 4 abilities that reduce LD effectively is a bit much and uneccassary. I’d rather see two of those change into something else entirely.

    •Extra Arm and Tentacles combined might need some clarification/looking into.

    •Distendable Maw: It doesn’t really strike me as a Tzeentch type of thing tbh. I think something like a Flamer Arms (missile attacks) or perhaps something that gave them good missile protection on top of a disc would be more useful and appropriate. Maybe some Tzeetchian fires surrounding the character, reducing missiles to dust, but only affecting him and a mount… Perhaps even a “Fireglaive” could be a generic Tzeentchian thing.

    •Hellshriek: 1. Miscast’s power level need clarification. 2. Friendly Wizards should perhaps be except, at least Wizards with MoS. Ideally, due to how it would scale in larger battles, it should have a limited range and affect only enemies.

    •Demonsword: Seems like it became a suicide weapon on par with the Fellblade now. Loving that you moved it to become a proper item, but I think perhaps it might just be a little too deadly to the wielder himself as all 1’s strike him. It is powerful though, but too risky to use I think. I agree that wielding a Demonsword should have a cost/risk, but I think it would perhaps be better if the price was something else.

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    1. I somewhat disagree on the hell shriek. I think it should affect all wizards as otherwise it will be too strong against magic heavy lists. I like it when items have pros and cons

      I agree with all your other points and basically thought the same regarding the other items

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    2. Will you really take an ability that forces yo u to not have wizards or take the same damage as your enemies though and actually pay points for that? Even if you would though, the power has massive scalability issues as it can scale up damage enormously in larger battles...

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    3. I agree, it does screw your magic over. But you can build your list around it knowing you have. The earthing rod might be a worthy investment.

      It requires a lord or a daemon Prince to take and if you are kitting him out you aren't going for a super magic heavy list. Considering it can basically end someone's magic phase at a crucial time its pretty invaluable

      Sacrifices must be for the dark gods

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    4. I believe chaos sorc Lords can also take it. Forgot about them. But you can do it in their phase which can be potentially devastating

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    5. Answered in the Discord channel :)

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  6. •Demonsword: Seems like it became a suicide weapon on par with the Fellblade now. Loving that you moved it to become a proper item, but I think perhaps it might just be a little too deadly to the wielder himself as all 1’s strike him. It is powerful though, but too risky to use I think. I agree that wielding a Demonsword should have a cost/risk, but I think it would perhaps be better if the price was something else.

    •Crown of Everlasting Conquest: Seems a bit of an odd one. Due to the cost, It will most likely be found on your general regardless (as you rarely have two Lords in most games). Due to the “low LD of the WoC Hero level characters (LD 8), ther are not many troops that would normally benefit notably from this.

    •Book of Secrets: 3 new spells, + 1 additional signature spell and +1 to casting values for 55 pts… I think maybe I’d remove the +1 to casting values tbh.

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  7. Just another thought regarding the Mantle of Choas mentioned above: Perhaps Hatred (Forces of Order) to him and his unit could be an option...

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  8. Could the "Collar of Khorne" under Powers of Khorne perhaps be modified so that it instead came with a Fleshound? That would make the AoS Khorne model that has a fleshound on a leash fit right in if mounted on a 500mm base together. Would look really cool I think, sort of like how Shieldbearers work for Dwarf Lords etc. A shame to se that model go to waste when it is so easy to include it in that way :-)

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  9. Just to be clear regarding the Disc of Tzeentch idea, counting it as towaring was only intended in case of attacking and not intended as a "look at me every cannon" type idea. The idea being that he floats up high enough to see above the heads of his friends to unleash his spells etc, then floats back down to conceal himself a bit after...

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  10. -I see that you have buffed the Mark of Slaanesh. In an earlier Ravening Hordes entry, you made it that the Mark of Slaanesh grants Always Strikes First. I think that fits the Mark of Slaanesh better, you could then bring back the Mark of Chaos Undivided which would turn a unit/model Stubborn.
    -I think Chaos Sorcerer Lords should have +1 Leadership over their Hero counterpart like the mages of other books. In addition, while the Dark Lore they can choose is understandably restricted to the god they follow, I don't think the same thing should follow with the Arcane Lore they use. Sometimes, a Sorcerer gains a mark after learning an Arcane Lore, do they forget the lore they learned?
    -The first paragraph of the Slaughterpriest mentions Bloodhound, which are from Age of Sigmar. Just remove or change that first sentence.
    -I still think that Chaos Warriors, Chaos Knights, Chaos Charioteers etc... should be Initiative 5.
    -You appear to have reduced the Random Movement of the Chaos Spawn to 2d6 when it's 3d6 in the other books. One of the original reasons why they are so shit is that the average random movement is 7", less than marching humans and less than the average charge range of humans (8"). In addition, the upgrades were Spawn of ______, Beasts of Nurgle, Fiends, Bloodbeasts and Firewyrms are daemons, not former mortals who became bloated by mutations.
    -Chaos Trolls are listed as having the Mark of Chaos Undivided even though that doesn't exist.
    -With four wounds, Dragon Ogres are already quite tough. Why increase their Toughness by 1? In addition, Storm Rage healing their wounds doesn't mesh with how wound allocation works. Players aren't able to spread the wounds they have models suffer onto multi-wound model units, one takes all the wounds until it goes down and then the other takes on all the wounds until it goes down and so on. Also, I don't think the fluff says that Lightning heals a Dragon Ogres wounds, just fills them with energy.
    -If Archaon counts as having all Marks of Chaos for the purpose of his Inspiring Presence and can join and leave units regardless of the mark they have, they why can't his Battle Standard bearer have a Mark of Chaos? Also, didn't his Armor of Morkar used to grant immunity to Killing Blows and Multiple Wounds?
    -The End Times rules for Crom had it that he could choose between fighting with two hand weapons and gaining +3 attacks from doing so, or fighting with a hand weapon and shield and gain a +2 armor save and 5+ ward save from doing so, with the addition that he doesn't have to be in a challenge. I think you should use those simpler rules instead. Also, Immense Pride should go back to forcing him to issue and accept challenges and making it that he has to be the General unless Archaon is in the same army.
    -Didn't Valkia have 5 attacks? I can't think of any non-monster that has more than 5.
    -Festus is basically a special character Chaos Sorcerer, shouldn't he be WS5, BS3, I3?
    -Kholek Suneater is S8 and I1 but I think that comes from wielding a Starcrusher, a Great Weapon so I think he should be S6, I4, but Starcrusher becomes a Great Weapon with the Multiple Wounds (D3) special rule. Also, I think he could be S7, T7, W7 like an Exalted Greater Deamon. Wasn't his Natural Armor originally 5+?
    -The Chaos Rewards that grant Fear or Terror originally made the character unable to grant their leadership to others. Why remove that last bit?
    -The Horns Chaos Reward has poor justification. Horns are of little practical use except for a display on a humanoid due to having to drop your guard to use them on someone. Gors universally have horns and they don't get to inflict an impact hit.
    -Could Extra Arm possibly be used to grant the benefit of wielding an additional hand weapon instead at the owning players choice. They could choose to gain the benefit of a shield with the extra arm or an additional attack made at their strength (and Parry 6+) from carrying a third hand weapon.

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    1. -Acid Ichor could get a buff. Instead of causing a hit every-time the model suffers a wound, it could instead cause a hit every time the model is struck. It's stated that an attack that hits but fails to wound doesn't necessarily fail to injure, it's just that the attack wasn't enough to grievously harm or take the opponent out of the fight.
      -Chaos Lords and Exalted Heroes with the Mark of Nurgle should have the option to ride a Rotfly.
      -Daemon Princes should have the option for Heavy and Full Plate armor. I've seen models with both, even if they often come from W40k. In addition, Daemon Princes are Lords so they should be able to take up to 100 points of magic items.
      -What is the point of Marauder Chieftains and Marauder Champions? At the point where someone becomes experienced and mighty enough to be a Marauder Chieftain, the Chaos Gods would have turned him into an Exalted Chieftain and at the point where someone becomes experienced and mighty enough to be a Marauder Champion, the Chaos Gods would have turned him into a Chaos Warrior.
      -The Chaos Knight Mark of Slaanesh still costs 1pt.
      -The Chaos Dwarves Hellcannon crew have heavy armor while the Warriors of Chaos Hellcannon crew have light.
      -Chaos War Mammoths have the Mark of Chaos Undivided.

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    2. -Mantle of Chaos should only affect attacks that target the character who has it. When a model is in a unit, it's possible to allocate ranged attacks away or towards the unit in question so confusion shouldn't be a problem.

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    3. -Can Bloodcurdling Roar be used by models in close combat?

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    4. - ASF is more of a magical ability though, and it does not really match the fluff at all.
      - In that case, Chaos Lords should be Ld9, but it does not really fit. Mark of Chaos Undivided is not really a mark per say. Once Marked, they choose to only use the lore of their patron.
      - Fixed.
      - They are not as quick as Elves though. Halflings will also get an Init reduction.
      - They are also cheaper now. The monstrous version of the spawn is 3D6, 4D6 would be a bit much. The various spawntypes are used for the both the spawn and the daemonic version in multiple sources. Not sure why, but they are. Liber Chaotica mentions bloodbeasts specifically and that it is unclear whether they are just daemons or spawns.
      - Fixed.
      - We had a long discussion about that in the discord channel, the majority felt dragon ogres were underused due to a lack of survivability from missile attacks, hence the T buff. The fluff says lightning reinvigourates them, and in AoS, lightning heals them.
      - Archaon leads an army made up from all Marks of Chaos, if his BSB has a mark only models with the same mark can use it, which does not fit.
      - Will change it so Crom's rules are more similar to End Times. Eye of the Gods already forces you to challenge as is. Crom's special rule also makes it so that you want to use him as the general as is.
      - Valkia had 6A in 8th ed, will nerf her to A5 due to MoK.
      - Those are his official stats, most likely due to him not really being much of a fighter.
      - Will make Kholek S7 with a great weapon. Don't think he should have higher Init due to his size. He has a 4+ save in 8th ed.
      - It was not needed, there are otherwise magic items that does the same thing.
      - Not always the case, Beastmen have things like the Ramhorn helm for example.
      - You can only choose one type of weapon, so that would not really add anything.
      - The armour could save the wound as well, in which case the acid ichor would not really have any effect.
      - I don't want to give just Nurgle more mounts than the others. Only blightkings can ride rotflies.
      - The Daemon Princes made for fantasy have medium armour at best from all models and art I have seen. 40k models do not really come into play here. Will give them 100 pts of magic items, though they only had 50 pts in 8th ed.
      - Both of these units are featured in Total War, and Marauder Chieftains are mentioned several times in the lore. You won't become a Chaos warrior unless you dedicate your entire being to the Chaos gods.
      - Will fix.
      - Will be updated in the CD book.
      - Will fix.
      - Will be made to only affect the model.
      - No, it says in can only target unengaged models.

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    5. -What I meant by Bloodcurdling Roar is the question if the model with it can use it despite being in close combat.

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    6. Will clarify it's a missile attack.

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  11. -One of the big issues is that the main concept of allies itself is not clear. To take allies you can just pick units from anothe god(or races) and aply the rules of the main rulebook?
    For example, can you pick units from a Chaos Dwarfs and a Dark elves books and incorporate it to your army just respecting the percentage points in Core/Special/Rare? What about characters?
    Thanks again for the great job you do. Right now we are playing a campaign using them.

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    1. I'll add the following to the Allied Armies chapter: "Alternatively, if both players agree, you could choose to pick your force from two different armies. Ideally this should be done by both sides so that each player is given an equal chance to build an allied force.

      Regardless of the number of players, each army must have their own General and Battle Standard Bearer."

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    2. So, that mean you have to do a separate army like Detachmens in 40k or just pick units?

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    3. In Kings of war, Allies are limited to 25% of total list and cannot take magic items.

      For warhammer i would try to apply the similar rules, and have a min character (to act as a diplomat/representative).

      So min 1 core unit and 1 character, no magic items allowed (would consider allowing innate abilities [Virtues, big names, etc.]) and total pts of all allies cannot exceed 25% of total army.

      This limits broken combos enough and makes it annoying enough for waac players.

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    4. I think you shouldnt be allowed to take rare as well.

      Special, core and Lords/heroes imo. Might prevent some potentially silly scenarios of bretonnians with organ guns and hellblasters. Just my opinion

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  12. Any reason a chaos giant upgrades tzeentch mark with 15 points and giant of orcs & goblins upgrades the warpaint with 20 points?

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    1. What? This is not a fair balance answer

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    2. Unlesh a drop of 5 points in orcs and goblins giant is scheduled

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    3. Yes, they will get a drop to 15 pts :)

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    4. Brutal job by the way!!! The chaos warriors codex is awesome!!! Just one book more to finish all the colection and make history!!! :)

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  13. Dropping I of Halflings!!! come on - how many times have you played with the little hobbits, you any idea how hard it is to win with majority S2T2 figures.... They need some serious Rare section help, but going first is something we could reply on most of the time. Hobbits are faster than chaos warriors, nimble as anything....

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    Replies
    1. "nimble as anything"
      So as nimble as a chaos warrior? ;)

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    2. nimbler.... :-)

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    3. I know they are very good as thieves, but are they as quick as Elves though? Still, it's not a huge deal, they can keep their high Init if that's what people prefer - they probably need it after all.

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  14. Great Work, lovely artwork!

    I have 1 major gripe that jumps out at me:
    Putrid Blightkings, why are they Infantry and not Monstrous Infantry? They come on 40mm bases, they are as large as Ogres, they have (or had) 3 Wounds and basicly a Chosen Ogre profile. I played them as Monstrous Infantry (at +20 points per model) because I considered it an oversight and found it ridiculous that they were considered Infantry.

    Please reconsider, I know your base-rules say that Infantry can be mounted on 40mm bases just so you could jam Putrid Blightkings in there, but they really should never have been Infantry...

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    Replies
    1. Blightkings are not as big as ogres though (as can be seen here: https://eternalhunt.files.wordpress.com/2014/10/blightkings-wip-2.jpg), and they were never MI in 8th ed either. You can also rebase them on 25mm bases if you prefer (as can be seen here http://3.bp.blogspot.com/-SRsuroh3zbU/VEnG27_4KzI/AAAAAAAAHgM/cjlxoB8TenA/s1600/Plastic%2BNurgle%2BLord%2Band%2BBlightking.png and here http://i.imgur.com/5q6Ym4e.jpg.

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  15. Why Putrid Blightkings and SKULLREAPERS have got Heavy Armour and not Plate Armour?

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    Replies
    1. The models are clearly not wearing full plate unlike the normal warriors, I'm pretty strict with the WYSIWYG ;)

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  16. Can I buy a Mark of Chaos for my General, but not for my BSB?

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