The live QnA we had here last night was a ton of fun, and there was so much information that it was very hard to keep up with it. 

Here is the latest and greatest on the QnA, organized and hopefully easy to read. I am tired, and hopefully got all the information down. 

Please thank our special guest for taking several hours out of his evening to answer our questions, I know he got to as much as he could. Also great job guys, everyone was at their best, and that is what makes an event like this work. I hope to get things like this in the future. This one was as much of a surprise to me as it was to you.

Chaos Space Marine Codex
As of July 25th, CSM book is set to release in September along with the starter (though not the same week).

Having not had an extensive amount of time with the rules, from what I have read so far, there seems to be a theme of if you want it, you can have it, but you have to pay.

Basic CSM squads actually end up cheaper than a tactical squad if they take only 2 special weapons and their aspiring champion has bp/ccw.

It's possible, however, to clear 400 points on a 10 man squad with a transport.

There does seem to be a ton of possible army lists that can be built out of it though, and that's really exciting, but at the end of the day they're just marines and nothing has jumped off the page as 'wtf...OP' (yet)

There are no CSM squads that can combat squad.

Does the codex promote a mixed army, or mono god armies?
You can get away with a mono-god list, but at that point you should be using cult troops most likely.

If you're adding havocs to your berzerker army, there's no real point in giving the havocs the mark of khorne for instance. In that sense you're varied.

It's not like 3.5 where we'll see thousand son troops with nurgle vehicles to min-max.

Undivided armies are a lot cheaper than cult marines. A lot. Playing undivided gives you many more bodies.

The only impact on Marks is that HQ models make corresponding cult units Troops.
You can mix/match Marks and Icons.

+1T/FnP isn't as good as a Plague Marine, they're worth their points.

HQ unlocks corresponding cult troop.

Marks are the same.
-Undivided still reroll morale tests?
-Khorne still Rage
-Tzeentch still +1 invuln save
-Nurgle still +1T
-Slaanesh still +1I 
Marks are the same, except Khorne which is Rage, not +1 attack and has a point decrease.

Undivided Lords get Inspiring Presence command trait, and improved reserve manipulation.

Dedicated transports get the mark of the unit they're bought for, for free. Only units with the same mark can ride in it, (so be careful).

Undivided vehicles can transport anyone.

Other vehicles may buy them. An example would be the mark of khorne on a predator, which gives it a dozer blade at no additional cost, and allows it to roll d6 wounds on a unit it tank shocks

Yes icons prevent scatter

Marks are bought per squad

CSM/Havocs/Raptors/Chosen pay the same cost. Termies pay more.

Psychic Powers
There are 2 debuff spells in Nurgle and Slaanesh, 2 buff spells in Slaanesh.

Psychic powers are rolled, not bought specifically

Eye of Gods 
The "eye of the Gods" table is actually several tables. First you roll to see what table you roll on, then you roll what you get after winning a challenge, killing a monstrous creature or walker, or annihilating a unit in close combat.

One of the tables is Daemonic Gifts.

The chart is 6 charts of 6 options.

Units (General)
CSM and Cultists are Troops

Cult units become troops with the right mark on your warlord.

No bonuses for Sacred numbers

No one comes with icons by default, cult troops get marks by default.

Skull Champions can take collars that give the squad and any vehicle it's embarked in a 5+ DtW

Kharne strikes at initiative 5, and he gained armour bane which I guess is new. He's AP3, but for every model he kills (not wound inflicted) he makes an additional attack at initiative 1.

Not quite the same as warrior born as it doesn't keep growing, but it's very devastating for someone with 8 attacks on the charge. 

Kharne has a 2+ Deny the witch
Kharne still hits friendly models.

khorne berserkers are AP 5
Berzerkers are 105+21/berzerker
berzerkers are 2 attacks, rage, furious charge, frag and krak grenades, bolt pistol / khornate weapon (ap5 in close combat).
They're 5 attacks at str5 ap5 each on the charge.
They can also upgrade to have chainfists in the form of 2 handed chain-axes.
5-20 in size.

Noise Marines
Noise marines are overall a little bit cheaper. Sonic Blasters are 36" salvo now. Aspiring champions have access to a whip that prevents enemies from denying challenges. Other weapons are the same

Plague Marines
They are 120 for 5, + 24 for more.

Poisoned only in melee. Can throw their blight grenades to reduce enemy movement speed to 2d6 pick the highest, or if already rolling d6 for whatever reason (i.e. cover, charging) pick the lowest.

Plague marines are now poison in CC. Can throw blight grenades

Thousand Sons
Thousand Sons come with an Aspiring Sorcerer in their basic 5 before adding more Rubric marines.
150 points for 4 Rubric marines and 1 Aspiring Sorcerer, He gets a roll included..

Unit size 4-19. 20 points per Rubric. Still slow and purposeful, unless the sorcerer is alive then relentless.

Rubric marines are 1W, 4++

Thousand Son squads are rank 1

HQ sorcerer are rank 1, can be upgraded to 2.

Mark of Tzeench on an HQ is +1 (so you can upgrade all the way to rank 3)

There is a piece of wargear that lets you reroll up to your mastery in dice after you have rolled, but only each dice once.

Ahriman is mastery 4, can cast multiple powers per turn, gets access to almost all lores and has a default psychic attack much like smite but longer range that he can use in addition to his normal psychic powers per turn.

Most named characters are the same, but overall a point reduction. Abbadon is the same points and does not make terminators troops.
There are no new named characters.

I haven't read any special character adjusting the allies chart.

Abadon is AP2, Daemon Weapons are AP3

Daemon Prince

Kicks ass and takes names, but otherwise no army wide bonus's are granted
Daemon princes are jump if they have wings.

Chaos Space Marine
70 for 5, 14 for each additional marine.

Aspiring Champion is a 10 point upgrade.

Come with bolter/bp/ccw

For every 5 models in the squad you get a special weapon. If the squad is 10 or more, one model can exchange a flamer(5 pts) for a Heavy Bolter, meltagun(10 points) for an Autocannon or Missile Launcher or a plasmagun(15 points) for a Lascannon.

Marks range from 10-50 points, Icons range from 10-40 points.


Cultists are 4 points each and come in squads of 10-30. They can have any combination of autoguns (str3 ap-) or auto pistol ccw (str 3 ap-)

They can take special weapons, but not heavy weapons.

they respond very well to dark apostles getting an extra benefit when one is in their unit.

Zombie cultists aren't scoring and cannot be joined by Characters (even with the mark of nurgle) 

No traitor guard. Just cultists. 
cultists cannot platoon, but you can take up to 30 of them in the first place. 

Will Terminators be able to be given both marks and icons to essentially be cult terminators?

Yes, but it's expensive. Taking both increases the cost of the second and Terminators pay more in the first place.

Terminators pay 50% more for marks. Taking an icon if you already have a mark costs an extra 20 points

Possessed get to buy (not roll) up to 3 boons from the  Eye of Gods table.

Maulers (Elites)
str5/t5, 2+/5++, Once per turn can combination of 2:
power weapon, power fist, lightning claw

Each mauler chooses individually.

1-3. Maulers cannot deep strike, but are not slow and purposeful.

Dark Apostles
Yes daemons can be summoned to your CSM icons if you have a dark apostle. 

War Smiths

war smiths who can restore hull points

Chaos Dragon (Fast Attack)
The only flyer in the codex
Dragon Takes out other flyers with a ranged attack
its 12/11/10    170pts
Fast Attack

the flyer you get is retardedly good at blowing up things that are zooming. 

Bikes get nothing new, just CSM on bikes with combi-bolters instead of bolters.

Raptors still have access to special weapons, only the aspiring champion can take special melee weapons. They are reduced in points.

The Night Lord's raptors are a lot like vanguard (they cannot charge on deep strike though), but they have 2 attacks base + dual power weapons (ap3) with the shred special rule and are 35 points each.

They can take marks
The mark of khorne for instance gives it Rage and a unique weapon option much-like blood talons except it's a giant rotary saw.

Obliterators (heavy Support)

No new turret options for predators.

New Siege Engine (heavy support)
The siege engine has a melta blast template.

They're the same except they have the Daemon special rule, 4 hull points and a 5+ invulnerable save.

Havocs, CSM and chosen squads can take autocannons

Daemonicly possessed vindicators I think will be in every list, with their ability to potentially regenerate destroyed weapons at start of the chaos player's turn 


There is a sound-based vehicle upgrade but it's more of a Word Bearers item than Slaanesh.

There is a sonic upgrade for tanks, but it's not a noise-marine thing.

no chaos razorbacks, just combi-weapons

No drop pods 

There is a new land raider, it's a lot like a crusader.
12 capacity for the basic, 16 capacity for the new one. 

New Land Raider can ram fortifications and you can launch an assault on the occupants, except that you don't consolidate at the end, you remain locked in combat.
If the enemy unit flees they immediately exit the terrain. If the door is blocked (by your land raider for instance), they count as having been caught ala Sweeping Advance 


There are no new fortifications but there is a unique upgrade to fortifications.


 don't know about upgrades being finecast. I know that there is intent to upgrade the basic CSM box to support all the cult troops to be able to achieve any of the weapon combinations from the entries (including everyone having soundblasters).

Daemon Weapons are AP3 and pretty different now, you still wrestle with them. I think its a matter of preference.

The "Hatred: Space Marines" it ALL Space Marines (Chaos and Loyalist), just Loyalist, or just Vanilla?
Just imperial loyalist.


  1. Maybe the flyer swoops down from above (forget the term for it) and takes out flyers from above with something akin to dogfighting?


  2. Notice interesting thing about "daemonicaly possessed vindicators" - IF regeneration of weapons will be daemonic possession ability defiler's get good boost here too...

    1. If these are accurate defiles sound absolutely brutal.

  3. ridiculously quick compilation... Thanks! As a khorne fan I have to just point out for he later mentioned berserkers have a "chainfist" like upgrade which is a 2 handed chainaxe...

    1. thanks, I was trying to compile, monitor, email, and paint at the same time. Lets just say no painting was accomplished.

      I will dig that berserker upgrade out and add it.

    2. I wonder if they'll bring back that rule for khornate chainaxes that only allowed saves of 4+ or worse due to how savage the weapon was etc.

    3. Khornate weapons will be AP5 in combat to represent that.

    4. So the two handed weapon on the zerkers in the main rulebook is not a coincidence...................................................................

  4. argh should have asked about noise marines pts and options do'h.

  5. What I have to do to represent Iron Warriors? What I have to do to represent Honsou?

    1. Honsou was a stand out character because of how he was characterized, not nesscarily because of any special gear etc he had.
      Honsou would be represented fine as a chaos lord with a daemon weapon. presumably a "unaligned" one

    2. Thanks :) and the Iron Warriors?

    3. Iron Warriors are a "chaos undivided" legion, so if you want to play them as acurate as possible:
      - no cult troops like berzerkers
      - core of the army normal csm with Icon of chaos glory, cultists
      - lots and lots of vehicles with fat guns. Defiler, vindicators, daemon engines.

    4. well it use to be lots of oblitorators and tanks cant see why not now

    5. Ok thanks again guys :) So their ability for sieges cannot be simulated in a normal play. I never played chaos, so I am not used to the term "chaos undivided". but I am following your instructions, it seems I could play them in future. Obvioulsy I've read the new Iron Warriors Omnibus to be so curious about them :)

    6. Iron Warriors did make use of marks and icons though. I remember in Honsou's book they mentioned a squad of Berzerkers that charged willy-nilly into battle. Specific squads will worship a specific god, but not the army as a whole, so you can take marked squads or cult troops.

    7. Well, in Honsu's team there are members of the Red Corsairs too. How can Renegades like the Red Corsairs be represented?

    8. Paint them that way, in all honesty. Red Corsairs can be undivided or follow a specific God, it all depends on what you want to do with them. You could easily have a squad that has mixed up armor, parts painted red for the Red Corsairs with shoulder pads bearing the icon of the Iron Warriors.

    9. Also with the allies rules, you can take IG contingent with your Iron Warriors. The Iron warriors always did have alot of human "slaves" to dig trenches and to throw at the fortress walls as fodder. Not to mention it opens up the ability for you take a 4th heavy in the form of a Basilisk (pretty friggin good now) and that was always a staple of the Iron warriors lists of old. The IG contingent will also give you some extra scoring bodies and a primarus psyker if you go that route.

  6. What do we have to do to get Razorbacks or Drop Pods? They have whole demonforge worlds and can't figure that out? This is sad if those rumors are true.

    1. Not really. It seems like we're trading access to fewer Vanilla Marine toys for more Chaos toys, and I'm ok with that. Remember, Razorbacks are only important because of old meta (a meta that's changing rapidly in 6th). Also, if Forgeworld gets allowed in games, just take a Dreadclaw. You don't even have to buy that particular model, just buy a Drop Pod and count it as a Dreadclaw. The Dreadclaw's better because you can assault out of it.

  7. Heheh personally they should have Hatred: Imperium of Man but hopefully that at least covers all the space marine chapters. Though I wonder if it will cover grey knights doubt it though.

    1. I can't see why not. And the way I phrased to question was so we could confirm if it applied to the other factions like SW and DA. From his answer, clearly it does. GK are also Space Marines, so I would think they are included too.

  8. I'm sad demon princes still won';t get to fly. you'd think they'd be able to

    1. Yeah, really. This is just about my only disappointment with the list.

    2. Yeah, that's a strange one there. It's possible that in a future update of Chaos Daemons we'll see those Daemon Princes fall more in line with the CSM ones as the Chaos Daemons get more fliers. I think the reason they did that for Daemons was so you could have non-HQ fliers.

    3. I am sad they wont allow my Zerkers to be troops with the proper mark.

    4. Yeah, the Daemon Prince better be pretty beastly, because if you take two of them you're severely limiting your troop and elite options.

  9. Just to clear something out for myself (that is about to start a new chaos army when the new stuff got released, playing eldar atm, and they utterly sucks with 6ed rules.)And now back to topic... Cult units? = Zerkers, Plague marines, Thousandsons, Noicemarines, and so on? and they are about to go elit in 6 ed? and will be troops IF the lord got the same mark as the cult unit? bah :( 5ed when every1 was troop looked neat :O.. well well better adapt then :)

    1. Yes, those four are Cult Units.

  10. "There is a new land raider, it's a lot like a crusader.
    12 capacity for the basic, 16 capacity for the new one."

    Guess I'll hope for an upgrade instead of a new kit, because so far I've not attached the weapons to mine.

    Nightlord Raptors? Are they not available for everyone? Because there is no "Nightlords" Mark, they count as undivided IIRC.

    Very good Q&A, and I hope playing Word Bearers with a cultist unit, supporting daemons and lots of daemon machines will be viable instead of a new "lash/oblit" kind of build.

    Oh boy, all that money that I'll need..or that time to paint the models.

    1. It sounds as if 'Nightlord' raptors will be available for every list, they will simply be known by another name.

  11. Quote: What do we have to do to get Razorbacks or Drop Pods?

    Answer: Play loyalists?

    I guess the Traitor Legions/Renegades just prefer to use thier higher numbers per squad and a Rhino. And Drop Pods? Teleporters worked in thier day...

    At a guess they have old Tech from the time of the Crusade and Heresy that they use over any "new-fangled, young whipper-snapper, namby-pamby, untested, health and safety approved" Old tech?


    Any one hear anything about Cypher and the Fallen? It would be nice if the DA/ChaosSM starter advanced that story line/rules/conflict. Seems like an ideal time for it.

    1. No one asked. I am assuming though that his story will be expanded upon if not with chaos, then with Dark Angels.

    2. 1. Take a Dreadclaw, they're better anyway.
      2. Razorbacks are only important because of old meta. We'll have plenty of other things to play with.
      3. I asked about any new Special Characters, or if they would be adding ones from old Codices. All he said was 'no new ones', which means there could be old HQ's in there.

  12. Wish he'd elaborated on daemon weapons! Extremely informative discussion though, cheers both of you

    1. Yeah Daemon weapons simply being ap 3 sounds weak and not worth their point costs but I guess we'll have to wait for the codex to see the exciting tidbits

    2. With the exception of Typhus they are AP3 now and still usually worth it.

  13. Dam I missed all the fun
    Would of liked to of found out more about abaddon he's special rules,does he unlock all cults as troops.

    Not pleased hear no drop pods and the close combat oblits have to walk
    But some of the other tid bits sound really good

    1. Throw them in that new Land Raider, and smash into bastions and fortress of redemptions.

  14. Fantastic!

    Thanks so much to the individual who ran this Q & A, and to Faeit 212 for running it!

  15. Are Thousand Sons bolters still AP3 though?

    1. I remember in several previous rumors they still were, Assuming that the "Soulblaze" USR really does go onto the guns...along with all of the other buffs this gentlemen just posted, Id say dedicated thousand sons players are getting a nice treat in the next codex. Now only if we knew about a "brotherhood of sorcerers" Unit......

    2. I'm almost positive they stayed the same but have an additional effect of Soul Blaze (I think the effect is called).

    3. Thousand Sons bolters are AP3 with Soul Blaze, which is from TastyTaste's information.

      I really need to dig in and update the Chaos Marine Compilation above.

  16. One question I had was about Chaos Spawn. They are the seminal Chaos unit that seems like they would be so much better with a rules tweak. Anyone know if the points have gone down on them, or if they can now save wounds?

  17. So we know how many shots the salvo will be for Noise marines?

  18. I have a question for the gentlemen when he comes back if he would be willing to answer another one. In the 6th edition rulebook "Brotherhood of Sorcerers" is its own rule, this leads me (And some others) to assume that Thousand Sons may in fact be getting some form of a unit of psykers of their own. Is this true? Is there some form of unit in the upcoming chaos codex which would allow for a UNIT of psykers? Perhaps chosen with the Mark of Tzeentch giving a psyker upgrade of some kind? I would love to know! Hoping for a return of the "Elite slot" Psyker unit as they had back in 3.5 Codex for Thousand Sons chosen.

    1. I would certainly wet myself out of joy.

  19. So does this mean that a Daemon Prince won't be a flying monstrous creature? no swooping?

    1. Thats what it looks like, but there could always be something that else.

    2. This was one of the things I thought for sure would be added in our new codex. DP as flying.

  20. I'm really interested to find out what the other marks do for vehicles
    tzeentch may be invun
    Slaanesh could be fast
    nurgle could be all sorts of things

  21. Wow! Awesome job Natfka! And thanks to our special guest. You guys rock! :-)

  22. Can't wait for Cultist!!! I was hoping for Traitor Guard, but I'll just use FW for that.

    1. Or you could use Allies... or both!

    2. Oops, my thumbs didn't type what my brain was saying, yeah, I'll use Daemons and Traitors as allies in a 2000+ list

    3. dirt cheap cultists will likely be useful tarpits.

  23. I've had my CSM since 4th ed, and I can tell I'm going to feel a little dirty playing the new tough guy army in town.

    That being said, I am thoroughly excited to field a walking army of plague marines and zombies.

    1. Not sure how it works with zombies but them not counting as a scoring unit kind of makes me wonder how effective they are going to be at winning games (not that walking toward an enemy with 30 zombies isn't totally bad azz) I think i read one of these posts you can have 30 zombies in a group. Do you think the trade off of zombies as a scoring unit will be worth it? Not trying to be negative just curious. :)

    2. I don't give a damn if I lose every game the rest of this year, so long as I have the new book in my hands.

    3. @ 8 bit...

      If Zombie can still contest objectives, that might make them pretty good to carpet other objectives with thus denying the opponent any points. If they can't deny objectives, they can at the very least tie up units in combat or serve as a mobile meatshield for units behind them...I mean at 4 points per (not sure how much zombie buff is if anything) then why not? Zombie apocalypse ftw!

    4. Precisely. You play 4 units of 7 plague marines all kitted out for winning and surviving... and then 60 FNP zombies.

      You win the game just deploying that mess. Everything else is just playtime.

  24. It seems a bit strange to me that a unit may take a mark of any deity, and then an icon of another.. What about daemonic rivality and the like ?

    Surely we can manage an explination, like nurgle marines "asking" help in form of Slaanesh gratitude by bearing his (or "her", I guess) Icon. But that just seems quite.. I dunno.

    Or am I completely mistaken ?

    1. And what about Chaos Spawn (to follow up with a question someone asked earlier..) ??

      Are they finally going to be worth taking ? The models are by far the best out there, in my book. Would be great to find them a use.

    2. Icons have nothing to do with Gods. They're just idols you use to worship a God. Talismans that apply to multiple deities.

      The Mark of Khorne for instance is the favor he has shown you. The icon is your means to worship him and the book suggests you model it appropriately as being a "khornate" icon.

    3. So I can have terminators with 4+* via MoTz, and then Soul Blaze via Icon?

  25. I am sure many people are dying to know more about what the powers are like in the CSM book. Any insight on that would be super awesome!

  26. I will get a Thousand Sons Terminator Sorcerer, a squad of Rubric Marines, and a Tzeentchian chaos dragon as allies for my Daemons. It will be beautiful.

  27. Hmm a thought just occurred to me so humor me chaps. I'm wondering if Daemon weapons are treated exactly like "power weapons" except with extra tidbits of rules and what not. So all Daemon weapons have a base AP of 3 considering their potency, but if were one to model said daemon weapon into an axe would it then be amplified by the Power axe rules acquiring AP2 and +1 Str. Also what if one were to take a Daemon Maul (Bad Ass Accursed Crozius Arcanum)would it then retain its AP 3 and then be enhanced by the Maul traits acquiring +2 traits and concussive. I would love to hear feedback or your own personal thoughts on the matter but until I have that wondrous Hardback codex in my hands I can only speculate until then.


    1. it'd be nice, hopefully the weapon won't affect the speed though

    2. Good thoughts.. but I suspect that demon weapons will likely have special rules in addition to being "power weapons", so would always be Ap3 with no way to change that.

      Now, we just don't know what bonuses. What if you exchange all your attacks for a strength 10 Ap1 strike? Who knows what we will get!

      Personally, it seems like I'll be using Ahriman and a 2nd HQ sorcerer if they can truly be ML: 3. However, I am really excited for all you other guys who want to use stuff like Demon Weapons. While I hope that my Tsons get a boost, I also hope that you guys end up happy as well because I think it will build the community back up for Chaos.

    3. Well actually I was considering running Ahriman and/or a good Ol' fashion Chaos Sorcerer Lord if that's possible with the new rules. That was one of the things that bothered me the most with that 4.5 Codex how so many options were just completely thrown out the window and left to simple generic-ism that I was quite appalled by the Codex initially. Anyway I simply hope that a Lord with the mark of Tzeentch is capable of some psychic instead of having to buy a silly flaming sword to hurl fire balls at my foes.

  28. I am mostly hoping Brotherhood of Sorcerers appears.

    1. You, Me, and all other Thousand Son players are as well. Trust me.

  29. Wasn't it also said that chaos bikes were going down to 25pts. a pop? Or was that raptors ?

  30. He said raptors got a pts drop! I dont use them myself, but thats cool.

  31. Did I read it right when he said that the HQ's mark gives correspondingly marked cult units as troops? (i.e. Chaos Lord w/MoN makes Plague Marines troops, Chaos Sorc w/MoT makes Thousand Sons troops, etc) Or did he mean character HQ's?


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