Slaanesh
Went from 1 unique warband to 13.
HQ and Advisors:
Added Lord Exultant: Pursues perfectionism by rerolling 1s To Wound, but repeats of 1 after that cause Mortal Wounds on your own unit. Has a standard Reroll 1s To Hit aura as a Lord of Chaos.
Added Lord Kakophonist: A light Monstrous Infantry HQ that has a reroll 1s To Hit as a Lord of Chaos, grants Pinning to sonic weapons in a 6″ Aura, and inflicts a -2 Charge penalty with his deafening sound waves. Opened up him taking 2 pistols because why not.
Added Fulgrim: A potent fallen Primarch, he increases charge ranges as an Aura, can force his Challenges (even isolated!), reroll 1s To Hit as a Lord of Chaos, can toy with his challengers to inflict worse penalties in combat resolution (at the risk of his own pride), and has a unique fighting style to represent his large arsenal of weapons and his really bad case of ADHD. Each Melee phase he randomizes which weapon he prioritizes.
Modified Lucius the Eternal: Added an option to gain Exalted status, so his new sculpt can be differentiated from his old. Modified his Armour of Shrieking Souls to better suit his needs as a duelist. Instead of the usual flat 4++, he has a 5++ that improves to a 3++ when in Melee.
Shalaxi Helbane Exists. This is not new contrary to GWs announcement. Just a new sculpt.
Troops and Elite:
The new Slaanesh Marines are simply integrated into the general Chaos Undivided Codex Chaos Marines which is fully cross playable with all of the Chaos supplements. Additional Slaanesh Champion weapons have been added to the unit Champion.
Reworked Daemonettes of Slaanesh: In accordance with latest tests and shifts for Chaos Daemon Troop Slots, they have been shifted in statline and ability from 20 points a model to 12. They are no longer as directly potent and lost some durability, but to counter this if an enemy unit is within 12″ of them they have to pass an Ld test to shoot them! This will not happen reliably, but just getting out of one unit shooting them can make all the difference.
Added Exalted Noise Marines: The new Noise Marines are Monstrous Infantry. Resisting the urge to call them Noisier Marines, they have been designated as Exalted. They bring a Heavy version of the Sonic Blaster that hits hard and has longer range, but with Heavy 2 the unit cannot fire and charge like their older Infantry counterparts can! They can move and shoot, allowing them to keep up for close support if needed. Their Heavy Blastmaster is different as well. Instead of a pinning blast, it is longer range and hits harder for dealing with heavier vehicles. It will still struggle with a landraider, but medium tanks are reasonably threatened by it.
Added Flawless Blades: Psuedo elite Monstrous Infantry. Instead of the flat 2+ to hit like most Veterans, the lore of their patrons watching their favourite blood sport champion was integrated. When in Melee they gain bonuses To Hit and an extra Attack. If they fail to get into Melee though, a model is removed as the patrons get bored and dismember one for amusement.
Lots of other units still exists in A4R such as the Sonic Dreadnought, old noise marines, as well as new and old daemons. These have remain untouched at this time.
Sonic has been updated to inflict a -1 penalty to Cover Saves instead of negating them. It used to be at least heavy armour could push forward and destroy the Blastmasters, but spamming the new variety pushed it beyond its limit. This provided a small point reduction in sonic weapons.
Khorne
Updated some Unique Characters to Sigil of Corruption to better conform with the standards for Chaos.
Added Slaughterbound: The lore is stupid. The model is fugly. But here we are again, thanks GW. As always, trying to make the model viable in A4R despite my opinions. Their lore says they murder a Bloodthrister. Then enslave its soul and can ressurect other eightbound because of poor anger management. If we were to do that, pricing eightbound revival makes them far to expensive for their durability. And its stupid. So instead, we are focusing on the fact that they can go toe to toe with a Bloodthrister. Keep in mind, being able to go toe to toe is not the same as win every time. Its still a (literal) bloody Bloodthirster.
Lord of Chaos suggested some form of not bloodthirsty monster with coherency. So we left that one off. Instead, he gained Rampage (extra attacks when outnumbered), and has an excellent heavy infantry mulcher and monster killing weapon! Combined with some enhanced stats for being too cool for skool he is quite lethal! With Furious Charge, the Lacerator can be S8 on the charge or its Daemonic Claw S13, but the claw suffers from Slow.
Wanting to keep the single minded slaughter going, Rage Eternal lets this model rerolled failed To Hit rolls so long as all of its attacks are going against a single model. Great for killing monsters, tanks, or models in a Challenge! Even if someone inflicts a To Hit penalty, being able to reroll will allow it to be very consistent.
Bloodletters were untouched as a troop choice. They do phenomenally well after their last rework about 2 years ago.
Nurgle
Updated Pox Walkers to be more zombie and horde-like. They now run as cheap as 8 points a model. Having suffered a lot of defensive penalties, they compensate for this by being able to Fester, with each model rolling a d6 in your command phase. On a 6+, a new pox walker joins! They still retain the ability to add more for each Infantry model they slay, so an ignored horde can quickly grow in numbers exponentially!
Added Lord of Poxes: Once again, a model is made with a simplistic mechanic in mind. An airborne pox spreader that defies the laws of physics. Yet treated as a simple fog machine strapped to a lumbering marine. Brilliant, GW, brilliant.
Instead of a bland smoke machine for an already defensive heavy army, instead we took the route of a short range debuffer with a -1 To Hit in Melee as they begin the early phases of the contagions. Lore wise they probably die after the battle, but not enough time passes in game for that to happen just yet. This ensures that as the nurgle forces grind and attrition through the enemy numbers, they will be less able to resist.
Naturally this is yet another Lord of Chaos, so reroll 1s To Hit Aura.
Tzeentch
Troop Horrors used to be 58 points and delightfully impossible to erradicate. However, 58 a piece is a lot and prevented an army from being functional early game. In accordance with Daemon Troop Slot modifications, they have been reworked. While still time consuming to be removed, they die at an increased rate for both the delight of both players. The owner seeing more and more models disperse on the field and the attacker having more things to shoot at (but actually die).
Brimstone Horrors were corrected, as the tabletop lore was wrong to actual lore. 2 Brimstones spawn instead of 1 now!
Traitor Guard
They have got a small range update to represent the new wargear available to the guard.
This marks another big step to having everything included! Space Marine stuff will be added after all of the dust and rumors settle regarding their rubicon primaris character changes and whatever else is new.
