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Made in us
Longtime Dakkanaut






So... Berserkers...

They get 4 attacks each on the charge (5 for the champ). Against a T3 opponent, they will wound on 2s and reroll 1's thanks to their Chain Axes...

Really? Chain axes can't just go back to being a CCW? How are they so different from a chain sword that they deserve a special rule? I'd think getting counter attack (and thus 4 attacks / model when RECEIVING a charge!) would be enough...
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Kepora wrote:Hmmm. fair enoguh points on the Hell Blade VS. Hell Talon. I will make one final argument, though:

Hell Blade: £49 = $79.9251
Hell Talon: £97 = $158.206!

Not to mention the Blade could be given some new weapon options, and the fact the Hell Talon is BIG.

....and I scored a pair of HBs cheap that're just collecting dust XD


Fair enough man, although I can't imagine anyone buying either a Hell Blade or Talon just to use in a fandex! Either way, you're welcome to use counts-as! If you want, I can make you rules for a Hell-blade to use yourself, but sorry they won't be included in this 'dex...

Valek wrote:I would not search that far, take 1K sons as they are now in chaos codex, add grenades and make sorcerer cost 15 points extra, 10 points for upgrade powerw to forcew,
1 power, and may cast two powers, autopass ldshp due to tzeentch. that is perfect and not overpowered.
Even if he would come in on his own and only makes entrance through deepstrike in turn 2 he would not be overpowered, ofc again a 0-1 choice

IMHO that simply wouldn't work: in their current Codex they are considered a very weak choice; they are significantly more expensive than standard Marines but die just as fast to small arms and are much slower. Whereas the fluff suggests they are MORE resilient to small arms than anything else. I REALLY believe that adding grenades would not make them worth taking at all.
With re-rolling armour saves, they are more resilient against small arms but are no tougher in close combat or against heavy weaponry, as the fluff would suggest. This also means they have a definable weakness in game-terms.

Additionally i would consider psychic hood for sorcerer lords, and surely for Ahriman, the guy was the chieflibrarian, it's not that he threw it away no?

No, it's that he never had it I'd imagine. Librarians were outlawed during the Heresy, so they wouldn't be making specialist equipment for them surely. Also, they were significantly less aware of the dangers of the warp then. Similarly, I'd prefer something a bit more original than a simple copy & paste.


On the deamon thing, i feel that not having your deamons is unfluffy and crappy, i do not see a lord of change would be op considering he even cost 35 points min more as you need to summon him out of a champ. Horrors are fine as are flamers and screamers, you could even limit packs of flamers and screamers to 0-1.

I've commented on this several times, so I will answer this suggestion with a couple of questions. By answering these questions - or simply looking at the past discussion in this thread - you should have your answer, regarding the main thing preventing them from being included: game balance.
- What are the main (2) balancing factors for units in the Daemons Codex, preventing them from being too good?
- What is the main balancing factor for the current Codices summoned Greater Daemon and the same reason that the winged prince is a superior option?
- What would it be like if Codex: Daemons Bloodletters could be summoned using the summoning rules and their Chaos Daemons profile?

Then, as Rey has pointed out there are other factors to consider such as the Daemons Codex not being undermined and the Chaos Space Marine Codex staying focussed around Chaos Space Marines.

ZephyrRey wrote:And Dave, no problems on the battle reports, when I play a game, it makes it take all of five minutes longer at worst to write down the occurrences, and then in my boring spare time I can write them up. So you can probably expect more (before I go to back to college, that is)


Cracking! Cheers 'Rey, seriously man, thanks for the feedback, it's a very efficient way of judging the balance and at-least you have fun! Thanks man.

streamdragon wrote:So... Berserkers...

They get 4 attacks each on the charge (5 for the champ). Against a T3 opponent, they will wound on 2s and reroll 1's thanks to their Chain Axes...

Really? Chain axes can't just go back to being a CCW? How are they so different from a chain sword that they deserve a special rule? I'd think getting counter attack (and thus 4 attacks / model when RECEIVING a charge!) would be enough...

I'd like to argue, that they are more expensive than their current incarnation, current incarnation which could easily be considered over costed for what you get.
Whilst yes, they do easily defeat the likes of Guardsmen, I would expect nothing less judging by the fluff. I would hope that a 23pts model can butcher a 5pts model personally? It's also worth bearing in mind that these 23pts models are more costly than a Grey Knight and are no tougher than your average tactical marine as well as being a (typically) 0-1 choice...
The reason for making the Chain Axe unique is that in current Codices, it has been so and many players like that. Furthermore, Chain Axes are archaic heresy-era weapons that could - but then again, they don't have to as you've noted - easily warrant their own rules. Finally, all other cult units receive unique weapons, so I don't think that chain-axes doing so is a problem IMHO, particularly when I've had many others say how they want each cult unit to have their own weapon/wargear.
Personally, I wouldn't really imagine re-rolling to wounds of 1 would be too powerful, whilst as a weapon IRL an axe has greater damage potential than a sword due to it's centre of gravity and design etc. whilst it is more cumbersome.
In light of the desire to add further character, their increased points cost and questionable durability, do you still believe them to be overpowered?

-------------------

If anyone feels that I am being contrite or even rude with my answers, please bear in mind I will often answer in a tone similar to that in which I was addressed, i.e. if someone was polite and deliberately constructive, then I would be the same in return and much more willing to consider what they have to say all-together.
This isn't directed at anyone in particular, but may be something worth bearing in mind if you feel I'm being rude...


-------------------

Here's a 'report' of someones game using this Codex, using a foot-slogging Death Guard list.

Here is the general list, although it may or may not have been changed slightly before the game(s):
Spoiler:
Daemon Prince – 330
Daemon Weapon
Wings
Daemonic Protection
Mark of Nurgle
Icon of the Death Guard
Death Guardian

HQ
Typhus – 225

Elites
Chaos Terminators – 265
5 Chaos Terminators
Reaper Autocannon
Mark of Nurgle
Daemonic Toughness

Elites
Chaos Terminators – 265
5 Chaos Terminators
Reaper Autocannon
Mark of Nurgle
Daemonic Toughness

Elites
Chosen Chaos Marines – 438
10 Chosen Chaos Marines
Aspiring Champion
Cypher the Fallen
4 Grenade Launchers
Grenade Launcher
Mark of Nurgle

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist

Troops
Plague Marines – 186
7 Plague Marines
Plague Champion
Power Fist


And here is a summary of the game itself:
Spoiler:
Opponent:
CSM (Nurgle)
Daemon Prince, Daemon Prince, Terminators, Dreadnoughts, Plague Marines (5x7), Obliterators.

Me:
CSM (Nurgle - Your 'Dex)
Daemon Prince, Terminators, Terminators, Chosen, Plague Marines (6x7).

As you can see, VERY similar setups, the opponent has more heavy potential compared to what I have. Though I have far more survivability ;3.

Loyalists gain Initiative (I count as Loyalist) so I choose to go first. The game is objective based (small board) & on the first turn I manage to sit on one of six objectives. Daemon Prince ends up most of the way up field & I choose to depend on his stat line, a purposeful risk to see what he can sit through.

On the opponent's turn, the Prince took 6 Lascannons to the face & came out with only -1W. Damn impressed with what he could withstand. He then entered a duel with an opposing Daemon Prince...it didn't look pretty AT ALL. In the end though the Daemon Weapon proved far too powerful & the enemy prince fell in a SINGLE TURN. To me this was...well, I wouldn't call it overpowered as it's more than possible to end a Daemon Prince in one turn 'anyway'. The 4+ Invulnerable is all that saved my own Prince from annihalation in the same turn, he walked away with only 1 Wound remaining.

Following turn the bolter fire began but between Plague Marine & Plague Marine very few wounds were caused for the rest of the game. I planted myself on two more objectives for a total of three. The Chosen & Terminators moved up field, the Chosen protected by the Terminators. Close Combat next turn, I expected to be charged by something or other. I was wrong. I flew my Prince back a little to wait for a good moment to strike...with his only remaining Wound.

Opponent's turn, he claims one objective & ignores another one nearby (his downfall!) & bolter hails the Terminators. We're talking over 30 models firing on the Terminators. But between Mark of Nurgle & Feel No Pain? No deaths, no wounds.

After seeing the past couple of turns go by & have nothing fall either side, I get a forth objective then move to cover those four. I flew my Daemon Prince back up to fight the second enemy Prince, I inflicted 2 wounds but his took the final 1 from mine.

After the opponent's next turn & another round, not a THING had changed. 4 of 6 objectives sat on, not even the enemy Daemon Prince could drive the Plague Marines away.

The game was called & Loyalist declared the winner...it's a good thing the game was objectives & not kill points !


Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in be
Deranged Necron Destroyer






Can see your point mate, so if i find somewhere a willing opponent im going to try out the tzeentch stuff and tell you how it went with practial experience.

But again, this is mere ranting on points, you did a nice piece of work alltogether

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

streamdragon wrote:So... Berserkers...

They get 4 attacks each on the charge (5 for the champ). Against a T3 opponent, they will wound on 2s and reroll 1's thanks to their Chain Axes...

Really? Chain axes can't just go back to being a CCW? How are they so different from a chain sword that they deserve a special rule? I'd think getting counter attack (and thus 4 attacks / model when RECEIVING a charge!) would be enough...


Remember what chain axes used to do? (Murder Terminators!!!!!!)


Anyways, I wasn't factoring marks into the horrors or plaguebearers.

About the Bloodthirster, he can be S8 in the demon codex, too. But preferred enemy would be really useful for him also.

   
Made in us
Longtime Dakkanaut






Noisy_Marine wrote:
streamdragon wrote:So... Berserkers...

They get 4 attacks each on the charge (5 for the champ). Against a T3 opponent, they will wound on 2s and reroll 1's thanks to their Chain Axes...

Really? Chain axes can't just go back to being a CCW? How are they so different from a chain sword that they deserve a special rule? I'd think getting counter attack (and thus 4 attacks / model when RECEIVING a charge!) would be enough...


Remember what chain axes used to do? (Murder Terminators!!!!!!)


Ork Choppas used to do the same thing, now they're just an ordinary CCW.
   
Made in us
Executing Exarch





Alabama

awesome bat rep.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

streamdragon wrote:
Noisy_Marine wrote:
streamdragon wrote:So... Berserkers...

They get 4 attacks each on the charge (5 for the champ). Against a T3 opponent, they will wound on 2s and reroll 1's thanks to their Chain Axes...

Really? Chain axes can't just go back to being a CCW? How are they so different from a chain sword that they deserve a special rule? I'd think getting counter attack (and thus 4 attacks / model when RECEIVING a charge!) would be enough...


Remember what chain axes used to do? (Murder Terminators!!!!!!)


Ork Choppas used to do the same thing, now they're just an ordinary CCW.


Which is sad.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

Oh I had some rules questions too ...

If I roll a 6 for Gifts of the Gods do I get to re-roll FNP?
Is a rebellious demon weapon still a power weapon?
If I give a DP mark of Tzeentch how many psychic powers does he get?

Oh and do you know you lowered the AP on the havoc launcher by one?
   
Made in au
Sinewy Scourge




Downunder

Chaos Spawn: The stats are a nice improvement, but why are they Infantry instead of Cavalry? Fleet may seem like a neat idea, but Spawns need a guaranteed 12" Charge. Plus Fleet is nerfed by the Mindless rule, as the unit moves D6 Rerolled + D6+ 6, for an assault unit with Rage this is pretty terrible. By making their movement unreliable and roughly worse then as before the unit is even less useful then the other choices in FA.

Additionally the 5++ makes their need for reliable charging distances a necessity, the extra wound sure makes them tougher in close combat but shooting them is now easier with their slowed movement

Not to mention that generally they will be moving at the same rate as infantry, with an equal chance to overtake infantry as to barely move or remain stationary versus mechanized infantry.

Something that might bear some interest is giving Spawn Rending. While this does seem like quite a boost, compared to the other units in FA and in general, spawns are kinda soft, then again S6 Rending is quite good, so why not S5 Rending and 35 points?

This message was edited 1 time. Last update was at 2011/07/24 08:32:12


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Valek wrote:Can see your point mate, so if i find somewhere a willing opponent im going to try out the tzeentch stuff and tell you how it went with practial experience.

But again, this is mere ranting on points, you did a nice piece of work alltogether

That's fine man, thanks for the kind words too. As I've said, any play-testing is appreciated so I certainly wouldn't complain!
Cheers Valek.

Noisy_Marine wrote:Anyways, I wasn't factoring marks into the horrors or plaguebearers.

About the Bloodthirster, he can be S8 in the demon codex, too. But preferred enemy would be really useful for him also.



Ah, well there's your problem! Are they OK considering the Marks too?

Regarding the 'thister, I may take him down to (+)35pts, but I'm still going to look for an alternative method of improving him rather than cheapening 'im, preferred enemy may just be that however...

Noisy_Marine wrote:Oh I had some rules questions too ...

If I roll a 6 for Gifts of the Gods do I get to re-roll FNP?
Is a rebellious demon weapon still a power weapon?
If I give a DP mark of Tzeentch how many psychic powers does he get?

Oh and do you know you lowered the AP on the havoc launcher by one?


Regarding your questions:
1 - The rule states "The model may re-roll all saves for the duration of the game", as FNP in a 'save', then no it cannot be re-rolled.
2 - It states "Furthermore if it rebels the user gains no additional attacks and all bonuses for wielding the Daemon Weapon are lost for the duration of that turn." as the Power Weapon status is a bonus for wielding the Daemon weapon, this is lost as-well; I'll clarify this in the 'dex.
3 - 1 Psychic Power & 1 cast per turn. 2 Psychic Powers and 2 cast per turns if he also selects the Psyker rule across.

As for the Havoc Launcher; yes it should be AP6, but it's now also Heavy 2 but not twin-linked.

Eyclonus wrote:Chaos Spawn: The stats are a nice improvement, but why are they Infantry instead of Cavalry? Fleet may seem like a neat idea, but Spawns need a guaranteed 12" Charge. Plus Fleet is nerfed by the Mindless rule, as the unit moves D6 Rerolled + D6+ 6, for an assault unit with Rage this is pretty terrible. By making their movement unreliable and roughly worse then as before the unit is even less useful then the other choices in FA.

Additionally the 5++ makes their need for reliable charging distances a necessity, the extra wound sure makes them tougher in close combat but shooting them is now easier with their slowed movement

Not to mention that generally they will be moving at the same rate as infantry, with an equal chance to overtake infantry as to barely move or remain stationary versus mechanized infantry.

Something that might bear some interest is giving Spawn Rending. While this does seem like quite a boost, compared to the other units in FA and in general, spawns are kinda soft, then again S6 Rending is quite good, so why not S5 Rending and 35 points?


That's a fair point man, the problem here however is that with the various ways to create spawn (e.g. Improved Gift of Chaos, Gift of the Gods), having such a mobile model may be a bit too much IMHO, whilst the chances of rolling a double 1 are quite slim. It's a fair point however, how about letting it run 2D6 (picking the highest) as well, rather than just D6?
Regarding Rending, I feel that may be too much personally; with D6 Str5 rending attacks per spawn being pretty powerful, whilst Str6 is already pretty good.
As you noted however, they are much tougher now, with 4 T5 wounds and an invulnerable save, so even to shooting they wouldn't go down easily. 5 Spawn is just 150pts; giving you 20 T6, 5++ wounds - which would need 20 bolt shots to cause one wound (out of 20!).
What would you think to them being able to roll 2D6 for run, or being 35pts and beast?

-----

I'm also strongly considering re-adding the 5++ (but this cannot be re-rolled) to the Rubric Marines as I'm not sure they warrant 23pts as it is. Still in the concept stage however.

-----

Also, are you pleased with this Codex? If so which Codex do you think I should tackle next? Eldar, Space Marines or possibly Tau or Daemons at a push?

Thanks,
Dave.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Executing Exarch





Alabama

On the next codex i think tau need a lift but so do vinilla marines, i think the spawn should be 35 and beasts just my thought on it. i dont use rubic marines so i donno about the +5. oh i have a list almost together to play test your dex will post later.
   
Made in se
Nasty Nob





'Ere an dere

Aha, now my initial codex with Warsmith sorcerer do work! Very nice that you changed that.

One wish if you are to change the codex in it another time (and I am not being nitpicky, I am just a bit strict) - write so it says Berzerkers instead of Bezerkers.

idolator wrote:That Nob is carrying a big honking gun that happens to have two barrels. You could call it a twin-linked shoota if you want, you could also call it Susan.


My Eldar Blog

THE DARK CITY, A Dark Eldar Dedicated Forum! 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Ha! Well, although it wasn't entirely intentional, I'm glad you're happy!
As for the BeRzerkers, as it's a spelling mistake, I'm more than happy to change it. Cheers Saint.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Purposeful Hammerhead Pilot





Anacoco, Louisiana

TAU. XV9s.

But yeah, I am liking this fandex a great deal, and I love how instead of just making it a wishlist you're actually incorporating feedback instead of just saying "lolno that sucks why make it wurs?"
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Kepora wrote:TAU. XV9s.

But yeah, I am liking this fandex a great deal, and I love how instead of just making it a wishlist you're actually incorporating feedback instead of just saying "lolno that sucks why make it wurs?"


Ha! Cheers man, I appreciate that! I have tried to listen to peoples feedback and I'm certainly willing to listen to that!

Currently looking most like I'll attempt Eldar; I know them MUCH better than I know Tau and I've already done a lot of thinking about them, but we shall see...

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control





Silver Spring, MD

I vote Eldar as well. No offense, Tau players, but they're the next core race in line for a desperately needed a revisit.

Battlefleet Gothic ships and markers at my store, GrimDarkBits:
 
   
Made in us
Executing Exarch





Alabama

:( *grumbles* stupid space elves...on a bright note if you make them cool i actually might play them lol
   
Made in us
Hellacious Havoc






I disagree entirely. Eldar still have many means of being competative, whilst Tau really don't. Both Tau and Crons are the ones desperately in need of revists, although with crons it is ridiculously easy, just take out phase out, c'tans, and add rending to gauss weapons, and you're good. Maybe redo points a little bit.

Ave Dominus Nox.
Night Lords, Host of the Tumultuous Storm.

 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Now working on some updates to the Codex (note this hasn't been added to the opening post). Couple of things being changed:

- Warp Mask now causes Perils on any doubles roll, rather than a failed Ld test.

- Spawn are the same but can assault D6+6" - like a weak beast.

- Rubric Marines have got their 5+ back (not re-rollable however) and their Sorcerer has gone up by 5pts

- Visions of Chaos will causes -2Ld to a single enemy unit within 24"

- I'm now adding a section at the end titled 'Why?'

As ever, all thoughts welcome, particularly regarding these upcoming changes (above)!

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Strider





Rexburg, Id

Man. A chaos space marine should not be better and cheaper than a regular space marine. You get leadership 10?? All of them have close combat weapons and bolt pistols and bolters? They are better in every way, it's a little broken. In fact a lot of stuff in here is broken. A dreadnought that ignores a pen every turn??? For 155pts?!?? That's way better than a venerable. Also the dreadnoughts crazed rule has no drawback now. And you've got leadership 10 on like everything. All is dust is waaaay too good too. Same with raptors. Same price as an assault marine with leadership 10 for free. Even two lightening claws are 5 points cheaper. Why? This codex seems intentionally imbalanced.


 
   
Made in gb
Pyro Pilot of a Triach Stalker






Norwich

Iandroid wrote:Man. A chaos space marine should not be better and cheaper than a regular space marine. You get leadership 10?? All of them have close combat weapons and bolt pistols and bolters? They are better in every way, it's a little broken. In fact a lot of stuff in here is broken. A dreadnought that ignores a pen every turn??? For 155pts?!?? That's way better than a venerable. Also the dreadnoughts crazed rule has no drawback now. And you've got leadership 10 on like everything. All is dust is waaaay too good too. Same with raptors. Same price as an assault marine with leadership 10 for free. Even two lightening claws are 5 points cheaper. Why? This codex seems intentionally imbalanced.


You say all of that, get on with your rant. When your finished, I'll start.
Compare everything to space wolves. You have your answer. Space wolves are better than codex marines. Codex marines have ATSKNF. Chaos don't. Same with raptors. The dreadnought that ignores a pen? That's 1 pen. Hit it with 3 meltaguns and it'l drop pretty quickly. All is dust is a 5+ invun. Not as good as it is now, obviously.



 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Iandroid wrote:Man. A chaos space marine should not be better and cheaper than a regular space marine. You get leadership 10?? All of them have close combat weapons and bolt pistols and bolters? They are better in every way, it's a little broken. In fact a lot of stuff in here is broken. A dreadnought that ignores a pen every turn??? For 155pts?!?? That's way better than a venerable. Also the dreadnoughts crazed rule has no drawback now. And you've got leadership 10 on like everything. All is dust is waaaay too good too. Same with raptors. Same price as an assault marine with leadership 10 for free. Even two lightening claws are 5 points cheaper. Why? This codex seems intentionally imbalanced.


Maybe the opposite is true and the Space Marines Codex is imbalanced? But not in a good way.

The Chaos Space Marine statline is no different from their existing version and you don't hear people complaining about that. Note that the loyalist Space Marines have ATSKNF and Combat Tactics included in their points cost. Chaos Space Marines are veterans that in many cases fought in the Horus Heresy and alongside the Primarch Demi-gods and even the Emperor, they spend their time in the Eye of Terror facing what any sane man would consider hell; I think a high leadership is justified and compensates for the lack of ATSKNF.
The Dreadnought Magnate does have potential to be too good I admit, however all you have to do is penetrate or glance it twice and it's not tougher; for 50pts more. It's like the venerable dreadnought which itself is considered a very dubious choice and is arguably tougher.
The Crazed rule is still a drawback in that you don't have control of your machine. What if your Dread goes running off after a unit of Grots? Starts shooting its lascannon at these grots? Stays still when you want it to be charging? Charging when you want it to be shooting? I don't imagine even Chaos Dreadnoughts being insane enough to shoot their own guys; they could equally shoot at nothing or trees in hallucinations.
All is Dust costs you 23pts on a unit that is no tougher (infact weaker) in assault than a standard CSM. Or, you just shoot them with AP3 weapons. Thousand Sons are supposed to be highly resilient to small arms, this reflects that whilst leaving them with a definable weakness: Assault and AP3 weapons. They also cost more than a Grey Knight.
As for the Lightning Claws; I don't really see many people taking them; hence their reduced cost. Same with Plasma Pistols. It's simply to give the player viable options. Do you think 2 lightning claws for 30pts is too much?!
Raptors don't have Ld10 as standard, furthermore they also don't have ATSKNF or Combat Tactics and Assault Marines are often considered a weak unit; hence the difference. They also don't have any of the benefits that BA's can get.

My Codex may appear to you as intentionally imbalanced, but your statement appears to me as unintentionally naive and ill-informed.
I've said several times I welcome all constructive feedback, particularly if it's polite. I feel yours was neither.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in au
Sinewy Scourge




Downunder

Just Dave wrote:- Spawn are the same but can assault D6+6" - like a weak beast.

Thats' fair, and certainly better than the current codex version.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Well, you know, meeting in the middle.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in us
Hellacious Havoc






Just Dave wrote:
Iandroid wrote:Man. A chaos space marine should not be better and cheaper than a regular space marine. You get leadership 10?? All of them have close combat weapons and bolt pistols and bolters? They are better in every way, it's a little broken. In fact a lot of stuff in here is broken. A dreadnought that ignores a pen every turn??? For 155pts?!?? That's way better than a venerable. Also the dreadnoughts crazed rule has no drawback now. And you've got leadership 10 on like everything. All is dust is waaaay too good too. Same with raptors. Same price as an assault marine with leadership 10 for free. Even two lightening claws are 5 points cheaper. Why? This codex seems intentionally imbalanced.


Maybe the opposite is true and the Space Marines Codex is imbalanced? But not in a good way.

The Chaos Space Marine statline is no different from their existing version and you don't hear people complaining about that. Note that the loyalist Space Marines have ATSKNF and Combat Tactics included in their points cost. Chaos Space Marines are veterans that in many cases fought in the Horus Heresy and alongside the Primarch Demi-gods and even the Emperor, they spend their time in the Eye of Terror facing what any sane man would consider hell; I think a high leadership is justified and compensates for the lack of ATSKNF.
The Dreadnought Magnate does have potential to be too good I admit, however all you have to do is penetrate or glance it twice and it's not tougher; for 50pts more. It's like the venerable dreadnought which itself is considered a very dubious choice and is arguably tougher.
The Crazed rule is still a drawback in that you don't have control of your machine. What if your Dread goes running off after a unit of Grots? Starts shooting its lascannon at these grots? Stays still when you want it to be charging? Charging when you want it to be shooting? I don't imagine even Chaos Dreadnoughts being insane enough to shoot their own guys; they could equally shoot at nothing or trees in hallucinations.
All is Dust costs you 23pts on a unit that is no tougher (infact weaker) in assault than a standard CSM. Or, you just shoot them with AP3 weapons. Thousand Sons are supposed to be highly resilient to small arms, this reflects that whilst leaving them with a definable weakness: Assault and AP3 weapons. They also cost more than a Grey Knight.
As for the Lightning Claws; I don't really see many people taking them; hence their reduced cost. Same with Plasma Pistols. It's simply to give the player viable options. Do you think 2 lightning claws for 30pts is too much?!
Raptors don't have Ld10 as standard, furthermore they also don't have ATSKNF or Combat Tactics and Assault Marines are often considered a weak unit; hence the difference. They also don't have any of the benefits that BA's can get.

My Codex may appear to you as intentionally imbalanced, but your statement appears to me as unintentionally naive and ill-informed.
I've said several times I welcome all constructive feedback, particularly if it's polite. I feel yours was neither.


QFT.
Quite honestly I think we should get ATSKNF considering, well, the fluff that you referred to above, but hey, ld10 is nice too.

Ave Dominus Nox.
Night Lords, Host of the Tumultuous Storm.

 
   
Made in eu
Alluring Sorcerer of Slaanesh






Reading, UK

ZephyrRey wrote:
Quite honestly I think we should get ATSKNF considering, well, the fluff that you referred to above, but hey, LD10 is nice too.


They don't have ATSKNF to represent that they no longer follow the light of the Emperor and that they generally have their own agenda and self preservation above the greater goal. The LD 10 still gives them a fighting chance of hanging in there.

Renegades have the Combat Squad option to signify that they are only recently turned from the the Emperor, but still hold on to some of their training. I wanted to have Renegades with a cheaper cost and a statline more inline with their Space Marine counterparts, but the issue was how then to incorporate Traitors into it. Do you add the +1 LD and whatever bonus with an increase in points as an upgrade or do you have a separate entry for a Legionnaire. It's one of the ideas I am still trying to work out myself without making it too complicated.

Dave, change Lucius!

No pity, no remorse, no shoes 
   
Made in us
Sneaky Sniper Drone





Tennessee, United States

Hey Just Dave, really good looking codex...I have a hard enough time getting a game set up, and I play with people who are leery of fan created army books (with good reason) though I'm going to work on getting to try this out (at least in part).

Just a question, I think I noticed a lack of being able to take twin lightning claws on the Chaos Lord and Terminator Lord, was this intentional?

Also, a game related question:

If I take a PA Chaos Lord and give him say...the mark of slannesh and the Renegade Warband ability, could I take Kharn too, or would that be disallowed? Also can I take a Marked lord with Alpha Legion Warband or is this disallowed?

My current (Alessio/Gav)codex setup has a Kharn count-as alongside a PA Chaos Lord with MoS, Wings and a Daemon Weapon.

Furthermore, would I not be allowed to put the PA, Slannesh marked lord with Khorne marked CSMs? I currently take the Khorne mark mostly because I want an assault heavy army, Kharn I take as a Kaleb Daarke (Malal champion-self hating Chaos worshiper) and the slannesh marked lord because he's supposed to be a psycher, but with them being so unreliable due to all the hoods and debuffs, I get my force weapon and Radical Good Speed inspite of them.

Edit:
Also, just thought of it, if you take the Gift of the Gods upgrade and roll "psyker" what power(s) do you get? Do you pay for them, because it seems like something that you'd do before deployment...and tacking on an extra X amount of points right before the start of the game, or selecting a high priced/powerful spell might be unbalancing (though I'd love to see my lord get something like Doom Bolt so I'd go all Vegeta Voice and scream out "SAD FOR YOOOOOOOOOOOOOOOOU!" as I have him blast something)

Also, is the Tzeentch Daemon weapon not the "magic gun" from the current codex, but a power weapon with rending in your book?

This message was edited 4 times. Last update was at 2011/08/01 17:01:36


Urdnot Wrex is not just pleased...he's Delighted!

Enclave Tau army 4000 points (with Shadowsun side lined :( ) Red Corsairs (CSM/SM)
 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Trevak Dal wrote:Hey Just Dave, really good looking codex...I have a hard enough time getting a game set up, and I play with people who are leery of fan created army books (with good reason) though I'm going to work on getting to try this out (at least in part).


Cheers man, glad you like it and are intending to get a game set-up.
I agree though, I completely understand their reluctance regarding fandex's, I would be the same in their situation; this things are usually very dodgy game-wise IMHO.
For what it's worth, it should be no more powerful than any other 5th edition Codex and other people have play-tested it and found it very balanced. It also has a balanced win/loss/draw record for what that's worth too. Ultimately, if I was in their shoes I'd give it a go, but I understand their reluctance.
Of course, any experience/feedback you can get with this Codex would be greatly appreciated but don't worry if you can't!

Just a question, I think I noticed a lack of being able to take twin lightning claws on the Chaos Lord and Terminator Lord, was this intentional?

You noticed incorrectly sir!
The PA options list "May replace his Bolt Pistol and/or Close Combat Weapon with" (including Lightning Claw for 15pts), so if he replaces both he gets a pair of lightning claws for 30pts total. It's a similar situation for the Terminator armour. The options there, it's just not listed "may take a pair of lightning claws..." like you may expect.

Also, a game related question:

If I take a PA Chaos Lord and give him say...the mark of slannesh and the Renegade Warband ability, could I take Kharn too, or would that be disallowed? Also can I take a Marked lord with Alpha Legion Warband or is this disallowed?

That would kind of be allowed.
You can take a Lord with any mark and give him Icon of the Renegade/their warband ability.
Kharn however comes with Icon of the World Eaters included, meaning he can't be part of the Renegade warband.
So, you could include them both in the same army, however they can't be in the same warband. So, Kharn and your lord would be in separate warbands in the same army, which means that Kharn for example couldn't join a squad bearing a different warband Icon (so he can't join a unit with the Icon of the Renegade).
Does that make sense? This is all explained in the 'dex itself, but obviously if you're unsure it can't answer the question for you!

You can take a marked Alpha Legion character; there's no real restrictions with my warband methods, except for god-specific warbands and units from separate warbands interacting.

Furthermore, would I not be allowed to put the PA, Slannesh marked lord with Khorne marked CSMs? I currently take the Khorne mark mostly because I want an assault heavy army, Kharn I take as a Kaleb Daarke (Malal champion-self hating Chaos worshiper) and the slannesh marked lord because he's supposed to be a psycher, but with them being so unreliable due to all the hoods and debuffs, I get my force weapon and Radical Good Speed inspite of them.

Nope, he can join a unit with a different mark providing they both bear the same warband icon.

Edit:
Also, just thought of it, if you take the Gift of the Gods upgrade and roll "psyker" what power(s) do you get? Do you pay for them, because it seems like something that you'd do before deployment...and tacking on an extra X amount of points right before the start of the game, or selecting a high priced/powerful spell might be unbalancing (though I'd love to see my lord get something like Doom Bolt so I'd go all Vegeta Voice and scream out "SAD FOR YOOOOOOOOOOOOOOOOU!" as I have him blast something)

You can get any power you want following the usual restrictions (e.g. your slaanesh lord couldn't take Nurgles Rot, Warp Flare or Bolt of Change). So yes, your Lord could potentially get Doom Bolt. However, he could also end up turned into a spawn or suffer perils of the warp if he does become a psyker... Does that make sense?

Also, is the Tzeentch Daemon weapon not the "magic gun" from the current codex, but a power weapon with rending in your book?


Yep. Basically exactly that, follows the usual rules for Daemon Weapons (+d6 attacks, rebels, ignores armour saves), but it also rends on a 4+ for MoT.

Thanks for the feedback and questions man.

Pilau Rice wrote:Dave, change Lucius!


NO!
maybe if someone else comments.

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Dave, just out of curiosity did you have anything in mind modelling-wise for the new Land Raider Marauder guns?

I got a new LR the other day and am thinking of making the sponsons and guns magnetised so i can try different fan-made load outs.

This message was edited 1 time. Last update was at 2011/08/03 13:13:57


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Well, I figured that of course there would be twin-linked Heavy Bolter Sponsons, just like the ones from the Land Raiders Hull... You could probably find one in the swap shop.
As for the Marauder Cannon, it was inspired by the Brass Scorpion, so you could make it look like that; easily done with the Autocannons from the Defiler for example, or you could use something akin to the Punisher's or Thunderfire's Cannon, or alternatively just the twin-linked Assault Cannon turret would be very reasonable IMHO.
If you do make it man, I'd love to see it!

Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.

"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
 
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