Post by Nick P on Jan 30, 2018 16:58:28 GMT -6
Magnus - 445 from 415 points - still LoW
Ahriman - 6" aura of reroll 1s to hit, gets +1 to cast/deny, can still take a disk, rest is the same as index (131 points)
HQ psykers (Sorcerers and exalted sorcerers) are more expensive than CSM book, based on the synergy and additional powers etc they have.
Rubrics are all 18 points including aspiring sorcerer (dropped from 30 to 18)
Defilers are almost 70 points cheaper
Cultists are 1 point cheaper
Most tanks are about the same, daemon engines are about the same, give or take a handful of points compared to CSM
Tzeentch DP - has 4+ invuln, same options as CSM princes, cast 2 powers, deny 1 power, reroll hit rolls of 1 for thousand sons or tzeentch demons within 6" - wings and malefic talons are still the way to go
Demons are in the codex, but they don't have thousand sons keywords - so can't be battle forged if you take them as troops/fast attack/elites etc.
Tzaangors - unchanged for the most part, but their horn (musician) gives them +1 to advance and charge rolls
Cultists - unchanged but for the points drop
Horrors/Flamers/Screamers - same as daemon codex
Tzaangor Shaman- elite choice, knows smite, and 1 power from discipline of change, gets thousand sons keyword, and gets 5+ invuln. rerolls hit rolls of 1 for tzaangors within 6". rerolls first failed psychic test per battle. 4 wounds, movement 12 on a disk, character so can't be targeted, 82 points
Scarab Occult - 33 points each, same stuff as index, can teleport etc. Sergeant doesn't cost 50 anymore, only costs 33.
Tzaangor Enlightened - fast attack, 12" movement, 2 wounds, 6+ save, 5+ invuln, units of 3-9 - divining spears are +1S (so S5), 2 Attacks each (3 on sarge), WS 3+ (but spears are slow, so -1 to hit, so 4+), on charge damage is 2 instead of 1, and on 6 to hit it auto-wounds. 15 mo-effing points each only.
- Primarch of the 1k sons - now it allows rerolls hit rolls of 1 and psychic test dice of 1 for all thousand sons units (not infantry, units - so tanks, monsters, etc) within 9" of him. still good, not as OP
- Unearthly Power - adds a bonus to psychic and deny tests based on his wounds (same as current - +2 at full health, +1 at half health, +0 if below 1/4 health)
- Crown of the Crimson King- 4+ invuln, ignores mortal wounds from perils on a 2+
- Gaze of Magnus - super smite - D6 mortal wounds, or 2D6 mortal wounds if he rolls 12 for the psychic test (gets +2 or +1 for the most part from his "unearthly power", so 10+. still good, not as OP
Ahriman - 6" aura of reroll 1s to hit, gets +1 to cast/deny, can still take a disk, rest is the same as index (131 points)
HQ psykers (Sorcerers and exalted sorcerers) are more expensive than CSM book, based on the synergy and additional powers etc they have.
Rubrics are all 18 points including aspiring sorcerer (dropped from 30 to 18)
Defilers are almost 70 points cheaper
Cultists are 1 point cheaper
Most tanks are about the same, daemon engines are about the same, give or take a handful of points compared to CSM
Tzeentch DP - has 4+ invuln, same options as CSM princes, cast 2 powers, deny 1 power, reroll hit rolls of 1 for thousand sons or tzeentch demons within 6" - wings and malefic talons are still the way to go
Demons are in the codex, but they don't have thousand sons keywords - so can't be battle forged if you take them as troops/fast attack/elites etc.
Tzaangors - unchanged for the most part, but their horn (musician) gives them +1 to advance and charge rolls
Cultists - unchanged but for the points drop
Horrors/Flamers/Screamers - same as daemon codex
Tzaangor Shaman- elite choice, knows smite, and 1 power from discipline of change, gets thousand sons keyword, and gets 5+ invuln. rerolls hit rolls of 1 for tzaangors within 6". rerolls first failed psychic test per battle. 4 wounds, movement 12 on a disk, character so can't be targeted, 82 points
Scarab Occult - 33 points each, same stuff as index, can teleport etc. Sergeant doesn't cost 50 anymore, only costs 33.
Tzaangor Enlightened - fast attack, 12" movement, 2 wounds, 6+ save, 5+ invuln, units of 3-9 - divining spears are +1S (so S5), 2 Attacks each (3 on sarge), WS 3+ (but spears are slow, so -1 to hit, so 4+), on charge damage is 2 instead of 1, and on 6 to hit it auto-wounds. 15 mo-effing points each only.