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Thread: Chaos Marine Rumours/Army Deal

  1. #1

    Re: More Chaos rumours

    ******NEW CODEX RUMOURS******:


    Generic Points:
    - Daemon summoning to remain basically the same
    - Daemons can assault after summoning
    - All daemonic gifts are gone
    - most god specific wargear is gone... Though the armoury is gone only in the sense of there being one huge page of stuff to take. Now all the options it would have contained are in each individual unit entry for easier use. According to the source of these rumours, the Chaos Lord entry is similar to the Carnifex entry, with nearly 3/4's of the page given over to all the options he can take. Chaos Lords have apparently just as much choice as before if not a little more. (thanks Wraithlord! :-) )
    - Veteran skill upgrades are gone
    - books of chaos are gone
    - no special rules for any specific legion
    - Chaos are NOT getting the combat rules. Squads have simply 5-20 Marines, allowing anything in between like 6 Chaos Marines or 14, BUT to get the second Special weapon or Heavy weapon it is required a minimum numbers of models per squad (10 Chaos Marines).
    - Marks/Icons work as follows Khorne +1A, Tzeentch 5+ invul save or +1 to existing invul save, Slaanesh +1I, Nurgle +1T. The units which can take them are identified as such below.
    - The Icon of Chaos Undivided has been confirmed. It is called something like "Icon of the Glory of Chaos".
    - daemonic steeds do exist, simply giving IC's which are given them stat bonuses. A juggernaught of Khorne gives the character +1S and +1A, but he takes up 2 spots in a land raider. Others include tzeentch discs, steeds of slaanesh, and nurgle palanquins (rumoured to provide +1W and +1A).
    - most troops come with a bolter, bolt pistol, ccw, and frag and krak grenades as standard (yes, all of those)
    - Rhinos reduced in points cost, as in the Dark Angels codex.
    - Vehicle upgrades ARE still in the book. Most are the same as now however, Daemonic Possession has been slightly altered (didn't say how) and Mutated Hull is completely removed. (thanks Wraithlord! :-) )
    - Icons will act as teleport homers for daemons, deep-striking terminators and obliterators. NOT for winged units like Raptors.
    - Daemonic Possession is still here and it hasn't changed much. It does what it used to do but it drops the BS of the vehicle to 3. The biggest change is that it no longer makes a vehicle not a transport. It is a little cheaper too.

    DAEMON WEAPONS:

    - Daemon Weapons have the following characteristics:
    Power Weapon
    Add D6 Attacks in Close Combat (If you roll a 1 for the extra attacks, you take a wound with no saves and may not attack.)
    Two-Handed

    - In addition the following marks will have the effect on the Weapon (Mark is determined by what has been applied to the Lord/Sorc):
    No Mark - +1 STR
    Khorne - Bloodfeeder - Additional D6 (total of 2D6 Attacks) if a 1 is rolled on either dice, you lose a wound and may not attack. Double 1s is not cumulative, you only lose 1 wound.
    Nurgle - Plaguebringer - Poisoned attacks that always wound on a 4+.
    Tzeentch - Deathscreamer - Can be used a shooting weapon with the following profile: 24", S4, AP3, Assault D6 - if a 1 is rolled for number of shots, lose a wound and no shots are fired.
    Slaanesh - Blissgiver - Causes instant death


    NOTE: there are no cult units beyond those listed in the troops section. For example, the only plague marines are the "plague marines" unit entry in the troops section. You cannot take plague marine havocs or plague marine terminators. You can give terminators the mark of Nurgle, but they only gain +1T, they do not get FNP or blight grenades. This is true for all 4 gods.


    HQ
    Lord
    - comes with daemonic aura as standard
    - can be marked

    Sorcerer
    - can be marked,
    - there is one god specific psychic power for each god (except Khorne) and many of the existing psychic powers remain
    - new power 'warp time' allows re-rolls to hit and to wound in close combat
    - nurgles rot acts like a pandemic staff
    - bolt of change is AP1

    Daemon prince
    - may be marked
    - may have pychic powers
    - Deamon Princes are all S6, T5 now and are immune to instant kill. The rumours of the gifts they have already posted were pretty much dead on with the Prince having the option to buy wings and maybe a couple other things. Cannot take deamon weapons but apparantly make up for it in just sheer power on their own. Cost before the few upgrades allowed is -just- above 100 or so apparantly. (thanks Wraithlord! :-) ). One of the sources reports the DP as having WS7.


    Generic Greater Daemon
    - does not take HQ slot
    - does not fly
    - CANNOT be marked
    - Greater daemons have generic stats. Reported WS9, Str8, In5. (thanks Wraithlord! :-) )
    - say goodbye to Daemonic Chains


    Typhus
    - has the nurgles rot power without a psychic test
    - has daemon weapon that is also a force weapon

    Abaddon
    -Talon/Drachn'yen now one weapon. Counts as a Daemon weapon (DW's are a generic weapon now, all grant +D6 attacks and +1S, but if a 1 is rolled you cannot attack) but it doubles his Strength and you can re-roll failed hits and wounds.
    - He has the equivalent of every mark (increased toughness, attacks, 4+ Invulnerable, increased In) and his blessing of the gods make him immune to instant death. You really pay for it though.

    Arihman
    - can use 3 psychic powers a turn including force staff
    - knows all the chaos psychic powers except the god-specific Slaanesh and Nurgle powers

    Kharn
    - more or less the same as he is in the current dex except:
    - gorechild has 2D6 penetration vs. vehicles
    - he's immune to all psychic powers.
    - WS 8? maybe?

    Lucious

    Fabius Bile

    Huron Blackheart
    -Tyrant's claw is a powerfist with built in heavy flamer.
    -Hamadyra grants him the "Warp Time" psychic power (WT allows you to re-roll all failed hits and wounds in HTH)

    ELITE
    Possessed
    - have a randomly generated ability (nothing, fleet, power weapons, furious charge, rending, feel no pain)
    - 2 A, 3 on charge

    Terminators
    - one reaper autocannon, unless you get a full squad (10 models)
    - RAC stats are unchanged
    - may all be upgraded to aspiring champions with +1A
    - can be marked
    - squads can be 3+ models

    Chosen
    - only unit with infiltrate
    - can be marked
    - many options, a bit like DA's Veterans

    Dreadnoughts
    - may be given 2ccw
    - frenzy table still exists but is slightly changed (updated: no major changes)

    TROOPS
    Chaos space marines
    - can be marked
    - min size need for some weapon upgrades
    - aspiring champion limited to basic wargear upgrades (PW, PF, PP)

    Khorne Berzerkers
    - have the +1A over normal marines, WS5 and furious charge
    - no bloodfrenzy or chainaxes
    - they are armed with CCW and BP, and have the option for plasma pistols as they do now.

    Plague Marines
    - T4(5), blight grenades (-1A to enemies engaged in hth), feel no pain

    Noise Marines/Emperors children
    - +1I and access to sonic weapons
    - doomsiren AP3, only for Aspiring Champion
    - blastmaster on max power is a small blast krak missile
    - 1 blastmaster per squad
    - Noise Marines are the cheapest of the Cult marines (before Sonic weaponry)
    - Noise Marines can take a heavy weapon with only 6-strong squad
    - no more Combat Drugs

    Thousand Sons
    - slow and purposeful on 1 dice
    - AP 3 bolters (inferno bolts)
    - 4+ invul save
    - only 1 wound
    - sorcerer sergeant with 2 psychic powers, but no power fist option, and allows 2d6 for slow and purposeful

    Generic Lesser Daemons
    - do not take up a troop slot
    - CANNOT take marks

    FAST ATTACK
    Raptors
    - no more hit and run
    - can be marked
    - price reduced

    Spawn
    - may be beasts/cavalry
    - do NOT take up a Fast Attack slot
    - Spawns changed and kinda wierdly. They don't take up any FOC slots, are deployed like Fast Attack, are more expensive and lost their save.
    - The weird thing is that they have Slow and Purposeful but are catagorized as beasts: since the spawn is Slow and Purposeful they role one D6 for movement in the movement phase, and since they are beast role D6 for movement in the shooting phase.


    NO Daemon beast units

    Bikers
    - can be marked

    HEAVY SUPPORT
    Obliterators
    - CANNOT be marked (heard somewhere on the net, highly contested)
    - S and T 4
    - no longer 0-1
    - possibly lose power fists for power weapons (contested)
    - only access to energy weapons, not ballistic weapons (ie lascannons but not bolters)
    - cost is unchanged

    Vindicator
    - recently confirmed

    Land Raider

    Predator

    Defiler
    - no more indirect fire
    - WS3
    - A3
    - can trade in some of its shooting weapons for more CCW having up to 6A
    - can be given fleet (probably it will be a default upgrade)
    - loses the status of Monstruous Creature, but gains S10 (thanks Wraithlord! :-) )
    - It still has Daemonic Possession (so AB3?)

    Havocs
    - Can be marked
    - Havocs do not have combat squads. Kind of CSM squads that can take 4 special/heavies.




    ******FUTURE CODEX RUMOURS******:

    - There WILL be a codex down the road that focuses on cultists, Latd, and daemons which is where you will see the return of the daemons we all know and love now. (thanks Wraithlord! :-) )
    Last edited by Shebnar; 19-06-2007 at 07:09.

  2. #2
    Librarian The Wraithlord's Avatar
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    Re: More Chaos rumours

    Ok guys, here are a few more rumours for you. Keep in mind this is from a store manager but they might provide some nice discussion as he confirmed having a copy of the codex for himself.

    All cult champions are getting a new model with the Khorne champ arriving first.

    Abbadon is apparantly ungodly good in the new codex. Manager compared him to how amazing Archaeon is in fantasy. Said he was 'just incredibly sick'. Sorry no details on that though

    Daemons are NOT markable and are in fact not daemons as we know them currently but rather more along the lines of bound daemons, warp entities who are bound to a host or something similar. The explanation was that GW wants this codex to be Codex: Chaos Space Marines not Codex: Chaos and as such, the focus is entirely on the marines themselves.

    Greater daemons are generic stats as mentioned but some of the stats were (and forgive me if I have gotten these a bit mixed up) things like WS9, Str8, In5, etc. He told me that while we won't have Bloodthirsters and Lords of Change like we do now, greater daemons will still be deadly in a big way.

    Daemon weapons are there as mentioned with the same stats all the way around for a basic one, but there ARE god weapons. Khorne weapon becomes +2D6 hits, the Nurgle one always wounds on a 4+, the Tzeentch weapon is a S4 or 5, AP3 storm bolter or similar (wasn't super clear on this one but basically said it was a better Kai gun), and the Slaanesh one causes instant death regardless of wounds (he thought this applied to Nids as well). They are also counted as 2 handed weapons.

    The armoury is gone only in the sense of there being one huge page of stuff to take. Now all the options it would have contained are in each individual unit entry for easier use. According to him, the Chaos Lord entry is similar to the Carnifex entry, with nearly 3/4's of the page given over to all the options he can take. Told me that Lords have just as much choice as before if not a little more.

    Deamon Princes are all S6, T5 now and are immune to instant kill. The rumours of the gifts they have already posted were pretty much dead on with the Prince having the option to buy wings and maybe a couple other things. Cannot take deamon weapons but apparantly make up for it in just sheer power on their own. Cost before the few upgrades allowed is -just- above 100 or so apparantly.

    Vehicle upgrades ARE still in the book (whoo hoo, first confirmation of this afaik). Most are the same as now however, Daemonic Possession has been slightly altered (didn't say how) and Mutated Hull is completely removed.

    Defilers are as stated in this thread but are no longer monstrous creatures (still S10 however). May fleet and exchange its arm weapons for ccws and comes with 3 base attacks. WS has also been beefed up quite a bit as well.

    There WILL be a codex down the road that focuses on cultists, Latd, and daemons which is where you will see the return of the daemons we all know and love now.

    That is all I can remember for the moment but I thought I would share it with all of you. I did find it interesting that he found 'all those internet threads moaning about chaos being nerfed and sucking' to be 'hilarious'. His words were 'I think this is the best Chaos codex yet written'. Take that as you will.
    Last edited by The Wraithlord; 29-05-2007 at 20:09.

  3. #3
    Chapter Master Merceus's Avatar
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    Re: More Chaos rumours

    hmm... sounds okay... still kinda sucky... but only cos of daemons, which I dont mind cos of the other codex... so its all good... cept for Mutated Hull, grr...

    40K armies: - Chaos Marines (12.5K) - Tyranids (3K) - Space Marines (2K)
    Fantasy armies - Hordes of Khorne (2.5K) - Orcs and Goblins (2K)

  4. #4

    Re: More Chaos rumours

    Thanks for the rumors. Does this mean the tzeentch daemon weapon gives you D6 attacks on the charge and acts as shooting weapon?

  5. #5

    Re: More Chaos rumours

    Quote Originally Posted by The Wraithlord View Post
    the Nurgle one always hits on a 4+
    Might you mean always wounds on a 4+? A WS 5 character will always hit on a 4+ (barring the very few unique wargear items and special rules that exist).
    deaf and dumb

  6. #6
    Banned lord_blackfang's Avatar
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    Re: More Chaos rumours

    Thanks, Wraithlord. That all sounds very plausible, so either your manager has read this thread, or he indeed has the Codex.

    The new bits are the details on daemon weapon powers (I suspect he said Nurgle's always wounds on 4+ tho) and the long list of options for the Lord (which is kinda weird when compared to the Daemon Prince, who hardly has any options)

    Tzeentch's weapon having a ranged mode is kind of weak IMO, unless psy powers aren't "instead of shooting" anymore.

  7. #7
    Librarian The Wraithlord's Avatar
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    Re: More Chaos rumours

    Apoth: yes I believe so

    Mcrash and Blackfang: yes I meant wounds, my bad. I have editted the entry to match

  8. #8

    Re: Chaos Marine Rumours/Army Deal

    From Dakka
    Quote Originally Posted by Gordy2000
    Posted By Gordy2000 on 05/29/2007 12:08 AM

    Well, here it is (it fell off the back of a Landraider) - looks like plastic possessed and Chaos termies are all true....and a big Woohoo! for Huron Blackheart....

    September could be an expensive month - sadness though, no plastic Baneblade on the horizon....fingers crossed for October

    Wk 5- Release Day 29th August.

    - Chaos Space Marine Preview Army Set- Single Print Run (1 month) Army set with army book A$338 NZ$393 P.

    (After box with books are sold out- the box by itself remains in range as a CSM Megaforce A$300 NZ$350.)


    AUGUST 2007 addendum
    40K Army Set Contents:



    Chaos Space Marine Preview Army Set. A$338 NZ$393 (Single Print,1 mth). After initial launch reverts to Chaos Space Marines Megaforce without Army Book, (A$300 NZ$350), remains in range.

    § Chaos Space Marine Army Book.

    § Chaos Terminator Lord/Sorcerer x1.

    § Chaos Terminators x5.

    § Chaos Space Marines x15.

    § Possessed Chaos Space Marines x5.

    § Chaos Spawn x2.

    § Chaos Space Marine Defiler x1.

    § Khorne Berzerkers x12.
    SEPTEMBER 2007



    MONTH IN BRIEF-



    Main Releases: 40K Chaos Space Marines.

    Main Releases Last Year: WFB Battle for Skull Pass.



    MONTH IN DETAIL-


    Releases:
    Wk 1- Release Day 5th September.

    - WD 333
    Wk 2- Release Day 12th September.

    - No releases.
    Wk 3- Release Day 19th September.

    - Chaos Space Marine Codex- 104pp Codex A$38 NZ$43.

    - Chaos Space Marines- 10 fig box set A$50 NZ$55 P.

    - Chaos Space Marine Battleforce- Boxed set A$150 NZ$170 P.

    - Chaos Terminator Lord- 1 fig boxed set A$30 NZ$35 P.

    - Chaos Space Marine Terminators- 5 fig boxed set A$65 NZ$75 P.
    Wk 4- Release Day 26th September.

    - Chaos Space Marine Attack Squad- 5 fig boxed set A$30 NZ$35 P.

    - Huron Blackheart- 1 fig blister (F) A$28 NZ$32.

    - Khorne Lord- 1 fig blister (E) A$22 NZ$25.

    - Possessed Chaos Space Marines- 5 fig boxed set A$40 NZ$45 P.


    SEPTEMBER 2007 addendum



    40K Battleforce Contents:



    Chaos Space Marine Battleforce. A$150 NZ$170 ((Remains in Range.)



    § 15x Chaos Space Marines.

    § 5x Possessed Chaos Space Marines.

    § 8x Khorne Berserkers.

    § 1x Chaos Space Marine Rhino.


    That's got the Australia/NZ release dates and contents for the Chaos Marines. Whether the rest of the world will see what's basically a megaforce with a codex instead of the traditional army deal or not is unknown.

    This thread should now have the latest summary plus any later posts with actual rumours in them moved across. If there's anything I've missed send me a pm.
    Last edited by t-tauri; 29-05-2007 at 18:29.
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  9. #9

    Re: Chaos Marine Rumours/Army Deal

    Quote Originally Posted by lord_blackfang View Post
    Tzeentch's weapon having a ranged mode is kind of weak IMO, unless psy powers aren't "instead of shooting" anymore.
    Remember that 'Mark of Tzeentch' does not equal sorcerer anymore. A Tzeentch-marked chaos lord will not have access to psychic powers, and a Tzeentch-marked sorcerer probably wouldn't bother with a daemon weapon anyway, as they come with force weapons. And, according to this, Princes won't get daemon weapons anyway.

    So the only character even considering daemon weapons is a chaos lord, and the chaos lord might actually want a decent shooting weapon.

    On a related note - hmm. Seems the Kai Gun still exists, but is now Tzeentch-aligned. I'm not sure how I feel about that.
    Quote Originally Posted by Enigmatik1 View Post
    I'm at a loss as to why so many people who are obviously intelligent can't seem to fully comprehend malisteen's well thought out and absolutely correct observations.

  10. #10
    Banned lord_blackfang's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    In before more "dumbing down" whining

    (Shebnar, could you update your summary with what The Wraithlord said at the end of the last thread?)

    And let me be the first one to say just how much it sucks to again have Berserkers in every box. Battleforce, Megaforce and Army Deal. FFS. Like there aren't any more widely useful chaos plastics to fill the space

    Edit: malisteen, you make a good point. Quit it.

  11. #11
    Chapter Master studderigdave's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    mutated hull was my FAVORITE vehicle upgrade. sad to see it go.

    i have a feeling demonic possesion is gonna cause the BS of the vehicle to drop.
    Quote Originally Posted by Dangereux View Post
    Yeah, I actually agree with Studder.

  12. #12
    Chapter Master the1stpip's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    I agree, the new codex shouldn't be too bad, but I am a little upset about the daemons.

    Thank you for that, it is so much easier to read. How long did it take you to do the summary?

  13. #13
    Banned lord_blackfang's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    Say, does anyone else think Nurgle's daemon weapon is rather poor compared to the others?

    Tzeentch gets an AP3 ranged attack (goes nicely with inferno bolt Troops)
    Khorne gets +D6 additional attacks
    Slaanesh causes insta-kill
    Nurgle always wounds on 4+. The wielder is already Str5, so it only matters against T6-8 critters, which are few and far between - and the Slaanesh weapon will put them down far more effectively.

  14. #14

    Re: Chaos Marine Rumours/Army Deal

    Yeah. Yeah, it does seem a little lame, by comparison.


    [edit] Something that didn't seem to make the summaries:

    -No teleport homers, but there will be something else that provides a similar effect. Speculation is that icons will also function as teleport homers for terminators.


    [edit2] And another thing - is there any word on daemon weapons ignoring armor in close combat? I'm starting to think that they won't, since it doesn't seem like that's been mentioned anywhere. It would force an interesting choice between +d6 attacks & +1 S vs. more traditional armor ignoring weapon options without daemon weapons having to be ridiculously expensive, points-wise. It also might start a trend away from every HQ ignoring troop armor, if the alternative options are particularly nice.

    As far as I can tell, the alternatives are either ubiquitous daemon weapons on chaos lords, or ridiculously expensive daemon weapons (50 points or more).
    Last edited by malisteen; 29-05-2007 at 18:56.
    Quote Originally Posted by Enigmatik1 View Post
    I'm at a loss as to why so many people who are obviously intelligent can't seem to fully comprehend malisteen's well thought out and absolutely correct observations.

  15. #15
    Chapter Master studderigdave's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    well the wounding on 4+ fits with the current plaguebearer, but i think its still subpar.

    the slaanesh instant kill seems more fitting, with the loss of our plague weapons.
    Quote Originally Posted by Dangereux View Post
    Yeah, I actually agree with Studder.

  16. #16

    Re: Chaos Marine Rumours/Army Deal

    The nurgle DW is much more effective against monstrous creatures on the order of wraithlords, carnifexes, etc.

    With the slaanesh DW you still have to wound. Which is far from an easy task with str 5. against a t6, 7, or 8 MC. There have been an abundance of Nidzilla lists and Wraithlord in my gaming circle lately so this looks good to me. I wonder if it has any effect on vehicles?

  17. #17

    Re: Chaos Marine Rumours/Army Deal

    Wounding once with S5 vs. T6, 7, or 8 is still, I think, easier then wounding four or five times with a 4+ to wound roll.

    Against a wraithlord, slaanesh rumor averages a kill in 6 hits, potentially on the first attack. Against the same wraithlord, Nurgle averages a kill in the same 6 hits, but never succeeds sooner then the 3rd hit. Against Nid monsters, with more wounds and less toughness, both the average result and the best case result are in Slaaneshi-rumor's favor.

    If they don't ignore armor saves, it really doesn't matter, however, as neither is a good tool against the typically good monsterous creature armor saves.
    Quote Originally Posted by Enigmatik1 View Post
    I'm at a loss as to why so many people who are obviously intelligent can't seem to fully comprehend malisteen's well thought out and absolutely correct observations.

  18. #18

    Re: Chaos Marine Rumours/Army Deal

    Quote Originally Posted by studderigdave View Post
    i have a feeling demonic possesion is gonna cause the BS of the vehicle to drop.


    to 3 in fact.

    Daemon weapons are power weapons.

    think they might also count as 2 handed...although might be just the tzeentch one...pesky damaged short term memory..
    Last edited by reds8n; 29-05-2007 at 19:08.

  19. #19
    Chapter Master Lastie's Avatar
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    Re: Chaos Marine Rumours/Army Deal

    Well, the rumours are shaping up to be interesting. Especially the Daemon Weapons. Did I read Wraithlord's summary right, as an extra 2d6 attacks for a Khorne Lord is somewhat ... excessive? Unless his basic Attacks characteristic is replaced by 2d6, in a manner of a slightly more evil Crushing Claws-style thing. Still, that's a lot of attacks, and quite harsh if Daemon Weapons do indeed ignore Armour Saves.

    I'm looking forward to Tzeentchian Lords who aren't Sorcerers; change doesn't have to be through magicks, after all.
    "It is the nature of men to create monsters, and it is the nature of monsters to destroy their makers"

  20. #20

    Re: Chaos Marine Rumours/Army Deal

    I can't help but think the Slannesh weapon will have some down side like it will cause insta death after a failed LD test but if not they are all pretty good apart from the Nurgle weapon I would assume the Tzeentch weapon still have the +1S D6 attacks in melee too, though it would be good to know.

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