Here is some of the stuff making the rounds on the interwebs atm:
Mark of Khorne; frenzy
Mark of Tzeentch; +1 ward save
Mark of Slaanesh; Auto pass fear, terror and panic
Mark of Nugrle; Flat -1 to hit in close combat
Marks are on a per model basis
Mutant regen is gone (except throgg), and troll vomit is no longer magical, same cost
Trolls are 35 points each
Chaos ogres gain impact hits same rules as Ogres
Dragon ogres gain halberd option, T4, W4 60 points, Great weapons/Halberds +8 points Save 4+
Forsaken are basically the same, same point cost, with a chart of rollable USR, ranging from asf, poison, etc
MofK on Forsaken is hatred, MofS is Swiftstride
Eye of the gods are all stat increases, except for 12 which turns characters, and chosen champ into Daemon Prince, units gain stubburn, and 2 is spawn.
Valkia always gets +1 S when she rolls on eye of the gods
Sigvald always rolls +1 A on eotgs, and gained T5
Chaos warriors same statline, a point cheaper, but Halberds are 3 points, Marks are 1-2 points per model
Warhounds count towards core, can upgrade to get poison and vanguard
Chariots are core
Hellcannon gains 5+ ward, everything else is the same, 210 points
Chaos lord stays the same, mounts change a little manticore for example, and marks are somewhat cheaper, mundane gear drops in price, can be mounted on a Altar or War, as can most other characters
Chaos sorcerers, lores as rumoured, same statline.
Chaos lord statline, ws9, S6, 5+ ward, Magical attacks, Unbreakable , must take a mark Khorne is +1s on charge, Nurgle is -1 to hit, Slaanesh is armour piercing?, and Tzeentch is re-roll 1's on ward and channel attempts. Unmarked can choose Lore from Shadow, Metal, Fire and Death
New stuff:
Chimera, SofM stats with a 4+ armour, for X points gains regeneration, for Y points gains s4 flaming breath weapon, tail attack has rules d3 attacks that are +1 to hit in rear. Special choice and taken unmounted
Slaughterbrute is basically just a attack machine, bound uses are lord or hero ws, and opperates as normal S7 t5, 4+ armour) or can be unbound in which case its frenzied (which it can't lose), and Random movement 2d6, can buy 2 more s5 attacks. Unbound movement is also random direction. Becomes unbound if master dies
Mutalith Vortex beast, less killy bound spell's effect is roll a d6, 1-5 are d6 T test + effect, 6 is whole unit + effect. D6+2 attacks, regen 5+, scaly skin 4+
On Magic really great spells basically all made to turn the army into a killing machine, some of my favorites are 2 slaanesh spells 2 and 6 are hexes that give the unit ASL, and random movement d6, Treason is no inspiring presences or hold your ground, Phantasmagoria and Pavane, are both there. Nurgle has a lot of spells that are hexes and augments depending on who you use them on. Curse of the leper gives +d3 T to allies or -d3 to enemies. None are AoE if I recall correctly. Gateway on a 10+ for S is 3d6 hits, instead of 2d6
Skullcrushers get regular MC stats, Juggers have 3 attacks at s6 on the charge, Riders buy lances for 3 or EW for 5. Juggers have magical attacks and are only +2 to armour. 75 points each
Daemonswords is gone, Magic items are if I recall correctly, Hellfire sword, Sword of change, The nurgle mace, helm of many eyes is now armour, a slaanesh item that gives you an additional attack for every wound you cause (might be a gift actually), The chalice is pretty meh to be honest.
Eye of the gods is all stat increases +1 bs is 3, +1 attack, +1s, +1 I, etc. Chosen get to roll once for the entire unit when they deploy. This is the only time EotG can apply to an entire unit!
Gifts are mostly cheap, there is one where you trade your attacks for double strength, flaming +5 ward against flaming, poison + 5 ward against poison, scally skin, third eye is back but it doesn't steal spells (reroll ward saves of result 1), an item that gives you +1 spell and +1 to channel.
Oh glean magic, lore of tzeentch, your oppenent loses a wizard level, and a randomly determined spell, which you then gain.
Eye of the gods is all stat increases +1 bs is 3, +1 attack, +1s, +1 I, etc. Chosen get to roll once for the entire unit when they deploy. This is the only time EotG can apply to an entire unit!
Gifts are mostly cheap, there is one where you trade your attacks for double strength, flaming +5 ward against flaming, poison + 5 ward against poison, scally skin, third eye is back but it doesn't steal spells (reroll ward saves of result 1), an item that gives you +1 spell and +1 to channel.
Oh glean magic, lore of tzeentch, your oppenent loses a wizard level, and a randomly determined spell, which you then gain.
War shrine is a bound spell, chariot with no impact hits, and doesn't take dangerous terrain or have swift stride
d3 units are given a roll on eotg. Units within 12" get to pick 2 dice out of 3D6 for the roll
Banner of rage is mofK only makes frenzy unlose able, if a character with the banner joins a unit they gain frenzy,I'm pretty sure blasted standard is also there can't recall all what it did to be honest.
There is a slaanesh banner or item that lets the unit roll 1d6 for Ld.
Giant is 200 points, and mark of Slaanesh is +1 I, Nurgle gives +1T
EotG: 2 is take a ld test if you pass your -1 Ld and stupid, fail and your a spawn or removed, Stubburn, as is LD, 12 is daemon prince, 7 is a re-roll for that turn, everything else is a permanent killing stat increase.
Marauders are 6 points basic, flails +2, great weapons +3
A unit of 3 skullcrushers w/ lances at under 250 points puts out 9 S 6 attacks, 9 S6 magical attacks and 3 S 5 magical attacks, have a 1+ armour save, and highly resistant to test or die spells, I'd say they are well costed, especially when compared against chaos knights.
Confirmed they are now 75 points each, with upgrades for lances (2 points) and EHW (3 points)
d3 units are given a roll on eotg. Units within 12" get to pick 2 dice out of 3D6 for the roll
Banner of rage is mofK only makes frenzy unlose able, if a character with the banner joins a unit they gain frenzy,I'm pretty sure blasted standard is also there can't recall all what it did to be honest.
There is a slaanesh banner or item that lets the unit roll 1d6 for Ld.
Giant is 200 points, and mark of Slaanesh is +1 I, Nurgle gives +1T
EotG: 2 is take a ld test if you pass your -1 Ld and stupid, fail and your a spawn or removed, Stubburn, as is LD, 12 is daemon prince, 7 is a re-roll for that turn, everything else is a permanent killing stat increase.
Marauders are 6 points basic, flails +2, great weapons +3
A unit of 3 skullcrushers w/ lances at under 250 points puts out 9 S 6 attacks, 9 S6 magical attacks and 3 S 5 magical attacks, have a 1+ armour save, and highly resistant to test or die spells, I'd say they are well costed, especially when compared against chaos knights.
Confirmed they are now 75 points each, with upgrades for lances (2 points) and EHW (3 points)
Juggers are T4, 3 wounds
Chaos knights stay the same, Command are normalized, and marks are per model, must buy EWs.
Chaos knights stay the same, Command are normalized, and marks are per model, must buy EWs.
Sounds like a lot of balancing has happened. No more Puppet! and no more 3++ save Tzeentch Chosen. Looks like there will be a bit more variation in WoC lists now, which is much needed IMO.
Its interesting the changes to Skullcrushers so soon after the WD release.
Looks like they have some nice new big toys