I have obtained by means entirely of a legitimate nature, a copy of the new Imperial Armour XIII: Hell on Wheels. Here on the west coast, FW is pretty much legal everywhere thanks to Reece, but you east coast fellows are still waiting for Mike Brandt to issue a fatwa allowing its use, which I'm given to understand will be at the next NOVA open.
There are two sections of note. The first is the new Renegades and Heretics army list, which is traitor Guard. I still have to go looking through that because it's brand new stuff. Even Reece hasn't allowed entire army lists out of Forge World books yet, but I'm betting he'll allow this one if you ask him nicely. No reason not to. We'll get to that in the fullness of time.
What is more interesting to me is the revised rules for Chaos Space Marine vehicles. There are no huge surprises. I haven't reviewed all the HH books to see if the stuff costs the same here as there, but just about everything I've seen costs exactly what it does in IA: Apocalypse II, if it's not a total cut-and-paste job. Nevertheless, there are some key changes that are very nice.
Because I like spoiling things, I'll start with the best stuff first.
Chaos Relic Sicaran Battle Tank
Most of the stuff in this book carries a jaw-dropping price tag, which is why the Sicaran's absurd cheapness is so jaw-dropping. For the cost of a Maulerfiend with lasher tendrils, you get a fast tank with 13/12/12, a heavy bolter and a TL accelerator autocannon that is S7 AP4, rending and ignores jink saves. You may also take sponson heavy bolters or lascannons for 20 or 40 points, respectively. And since you can move 6" and fire everything, you might even want to staple a havoc launcher on top of it, but I doubt it's worth the 12 points on this baby. All your heavy bolters can be given Malefic ammunition for 40 points, which grants them rending (The price for the ammo is different on every vehicle, and I haven't found one yet where it's worth it.)
This thing is a Wave Serpent slayer, hands-down. I've faced Sicarans a few times, and they're mean. Here's the catch. The have the Infernal Relic special rule. For Space Marines, this means they have to take a Master of the Forge, a Rune Priest (Wolves), a Reclusiarch (Blood Angels) or an Interrogator Chaplain (Dark Angels). Those all suck. For you this means you need a Technomancer if you want to field more than one relic vehicle, which is any one of either Abaddon, a Warpsmith, or, get this: a Sorcerer with the Malific (sic) Daemonology discipline. Since there is no such discipline, you're stuck with Abaddon or the Warpsmith! Okay, I'm just joshing with you! So, if you want to bring two or more of these, all it will cost you is a roll on the Telepathy table with your Sorcerer. If you want to bring this in an allied detachment, the Technomancer is your HQ choice.
Sadly, as good as the Sicaran is, it is worthless against a Knight, especially if it's in the Adamantine Lance formation. My math works out to a single HP from one round of shooting making it through a 4+ save. Half that with the reroll. Not great against Wraithknights either, sadly. They'll probably get at least shaken by its guns before it bounces over and smacks the hell out of it. Thus, it's probably not the Eldar beater you wish it was, and I'll just rush it with Screamers while exploiting terrain if you're playing me, so it's good, but it has limitations, and I don't see it as being that awesome against the things we need awesome stuff to fight against.
Sicarans are badass-looking tanks, and if I were even the slightest bit interested in adding to my 40k collection, a couple of these would be at the tippy top of my list along with our next entry.
Chaos Fire Raptor Gunship
This is a first! It costs 25 points less than the loyalist version because it lacks POTMS, and in this case, that makes it better. In fact, this thing is much better than the loyalist version. Clocking in at two Helbrutes, you will pay the 10 points to upgrade the turrets to reaper autocannon batteries because they are S7 heavy 4 twin-linked and loyalists can't get them. Each of these turrets may fire at a separate target from the rest of the vehicle, which is why it doesn't need POTMS.
It also boasts an Avenger bolt cannon which is S6, ap3, heavy 7, and four Hellstrike missiles. Whereas loyalist Stormstrike missiles are S8, AP2 72" range, Hellstrikes are AP and Ordnance, which means they get to reroll pens against vehicles,
and are therefore better, however, like me, the rules writers forgot that ordnance means snapshots only on the rest of your weapons, so that's pretty rubbish. However, for a few points more you can swap the missiles out for some decent infantry-clearing large blasts that are S5, AP6, ignores cover. Fair enough.
Besides the 10 points for the reapers, you might put a dirge caster on it to support charges because that's cheap. I have also faced one of these once, and they are the real deal, and the Chaos one is scarier than the one I faced. But, there are two catches. First, it's a heavy support choice, so these compete with Sicarans, Obliterators and Maulerfiends, and it may not come in until turn 4.
Second, they are infernal relics, so you'll need a Sorcerer to field more than one. Actually, one is plenty, so that's not really a drawback. This is probably the best flyer in the game, able to force jinks on three Night Scythes in a single turn without the other guy even having to ponder. It also looks badass. I'm not buying 40k right now, but I'm tempted on this one. It plugs a lot of holes Chaos has.
Chaos Dreadclaw Drop Pod
I look at the cost and I almost sprain an eyebrow from wondering why this costs a hundred points. It might be just a teensy bit overpriced. Nevertheless, it is an assault vehicle that is a FA choice or, more-likely, a dedicated transport for your troops and it can DS first turn like normal drop pods, however, it must do so in hover mode. It will mishap if it lands on impassible terrain, on friendly models or within 1" of enemy models because it has no inertial guidance. To compensate, you can go flat out 18" in the shooting phase and hide it to disembark on turn 2. It is an assault vehicle, however, stay out of terrain with it because it can be immobilized like any skimmer.
This thing will drop ten Berserkers (or 9 with Kharn) off better and more cheaply than anything in the game. If you have Chosen troops with meltaguns, they will most-likely reach their targets, especially if you cast Shrouding with Be'lakor and jink with them after you've moved them flat out into his bubble.
For 100 points, you get reliable troop delivery, a durable objective secured model that can move 30" per turn, or fly off the board, and it even delivers the possibility of threatening tanks with low rear armor. Any unit it passes over takes D6 S5, AP5, ignores cover hits with vehicles taking hits on the lowest armor rating. I think even flyers take the hits.
There is serious potential with this model. They're rather pricey for very little offense. Still, they begin the game as a delivery system for something nasty, and end the game like Windrider Jetbikes. These will help Chaos take down Knights. You can now deliver Kharn to a Knight.
And there you go! Three things reviewed in fewer words than it takes that one dude on BOLS who tells you how to play every single unit in the game to talk about Vespids! Today was the good stuff. Next time some of the other stuff, and why it's not the good stuff! Or maybe there's something that's good that I haven't noticed yet. Who knows? Besides that one dude on BOLS, I mean.
There was supposed to be a set of parentheses around that last sentence, instead of it being its own sentence.