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![[Post New]](/s/i/i.gif) 2013/10/18 01:05:45
Subject: World Eaters Supplement draft
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Savage Khorne Berserker Biker
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New Rules:
Fragments of the 12th: Every model in a World Eaters army must have the Mark of Khorne if it is able to. In addition, all non-vehicle models can purchase the Butcher's Nails piece of wargear. Khorne Berserkers MUST purchase Butcher's Nails.
Slaanesh Rivalry: A World Eaters army may never have Daemons of Slaanesh or models with the Mark of Slaanesh as allies in detachments.
Bane of Psykers: No Sorcerers are allowed n a World eaters list. Any allies detachment containing a psyker is downgraded to Desperate Allies, if that was not already the case.
The Butcher's Nails (2 points per model, 15 points for Independent Characters and Hellbrutes): These neural implants are based on the archeotech version hammered into the primarch's skull as a child. They encourage aggression and fury, boosting adrenaline and speed in combat, and react violently against most psychic intrusions. They add +1 attack to the model's base profile, as well as the Adamantium Will rule. However, every time a model or unit with the Nails leaves combat, it must always consolidate in the direction of the closest enemy unit.
Warlord Traits
1- Hatred Incarnate: the Warlord and his Unit gain the Hatred special rule.
2-Aggressive Maneuvering: D3 units in the army gain the Scout special rule.
3-Unending Fury: The Warlord and all non-vehicle units within 12 inches gain the Feel no Pain (6+) rule as long as they are in close combat.
4-No Escape: The Warlord and his unit roll 3+1d6 for Run moves and 7+1d6 for charge ranges.
5- Scourge of Metal Boxes: All special and Heavy weapons within 12 inches of the Warlord can re-roll penetration rolls against any kind of transport.
6-Lord Duellist: The Warlord gains +d3 WS and Attacks during challenges.
Roster Changes:
-Chaos Land Raider: A Land Raider in a WE army can replace both lascannons with twin-linked Heavy Flamers and its twin-linked Heavy Bolter with a multi-melta for 5 points. Once upgraded in this fashion, it can have its transport capacity increased to 12 for 10 points. One unit of Khorne Berserkers per main detachment can take a Land Raider as a dedicated transport.
-Chaos Rhino: Can purchase the World Eater Transport upgrade for 15 points. This upgrade turns the vehicles into an Assault Vehicle, but also causes it to fail Dangerous Terrain tests on a 1-2 instead of a 1.
World Eater artifacts:
-Devourer Plate (50 pts): These are the rare surviving suits of Terminator armour originally worn by Angron's personal guard. They grant a 2+ armor save and a 5+ invulnerable save, and also confer the Rampage special rule. In addition, the wearer can make Sweeping Advances normally. It includes a combi-bolter and a power weapon.
-Collar of Khorne (20 pts): This spiked collar grants the wearer and his unit a 3+ Deny the Witch roll. In addition, any wounds caused by Force weapons are also saved on a 3+.
-The Banner of the 8th (75 pts): The ragged, bloodstained Battle standard of the 8th company serves as a reminder of the Legion's nascent worship of Khorne back in the days of the Heresy. All units within 12 inches of the bearer gain the Rend rule to their melee attacks. In addition, once per game, The Banner can be used to cancel all Overwatch attacks during that player's turn.
-Destroyer Bandolier (25 pts): Filled with murderous explosives no longer in wider use across the Imperium, these bandoliers are favored by bloodthrosty Lords. They grant assault, Defensive and Rad grenades to the user.
-The BloodTide Skull (35 pts): Rumored to be the skull of a Grey Knight Captain slain in the First War for Armaggedon, this relic can summon Khorne's wrath upon the battlefield. Once per game, during the enemy's turn, the Skull can be used to summon a rain of blood upon the battlefield. This has the same effect as Night Fighting for shooting, but it is not negated by regular Night Vision. In addition, any units within 24 inches of the bearer are considered to be in Difficult terrain. Once it is used, the owners must immediately make a Toughness test of suffer an unsaveable wound as the Blood God demands his share for the storm.
-Bloodspitter's Bite (25 pts): This sturdy, plain-seeming combi-bolter unleashes raging firepower in combat and sometimes channel the endless rage of Khorne's realm into the materium.
Range: 18 Strength: 4 AP: 4 Assault 3, Twin-linked, Flaming Bite*
*Once per game, the combi-bolter can be fired as a Heavy Flamer.
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This message was edited 2 times. Last update was at 2013/10/18 13:23:11
In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2013/10/18 04:17:47
Subject: Re:World Eaters Supplement draft
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Nigel Stillman
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Honestly, really not a fan at all.
1. Forced to purchase the 2nd worst mark in the book. Oh boy, I'm positively giddy! This is like the VotLW tax for black legion.
And what do we get to make up for the loss of psykers and this tax? Nothing good at all.
Lets look at it.
Butchers nails, aka what the mark of khorne should just be. Yawn. And now berserkers are even more expensive and now we don't even have a counts as Huron to get them across the board faster. How nice!
Oh and now we have the option for a 50 point rhino which gets immobilized even easier. Why? Need to balance out the fact that a close combat unit even has a possibility of getting into combat? Really now?
Warlord traits:
The one bright and OP mark of this "supplement", they are all very powerful. I guess you have to have something to make up for the fact that this supplement saddles the player with even more nerfs and restrictions.
As for the "special gear", it's all over costed except for the skull and the bandolier. I wouldn't be caught dead purchasing a freaking 50 point suit of terminator armor. So what if I can sweeping advance? It's an over costed waste of space.
Actually upon closer inspection the skull sucks because it makes my own units travel in difficult terrain due to the wording of it it. The banner is ridiculously priced and you're better off with a few dirge casters on the severely costed assault rhinos.
And finally, the worst offense; no daemon weapon. Seriously after all this, we dont even get a fething daemon weapon? The only good unit with the mark of khorne in the CSM codex is The Lord with blinding axe and you don't even give the WE the courtesy of something even remotely similar?
Why even bother?
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This message was edited 1 time. Last update was at 2013/10/18 04:23:12
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![[Post New]](/s/i/i.gif) 2013/10/18 11:01:15
Subject: World Eaters Supplement draft
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Lord of the Fleet
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And strictly speaking, if we're following these rules as they're written there, you can't have any vehicles at all, since "every model must have the Mark of Khorne". If Vehicles can't take marks they can't be used.
But honestly, everything Vlad said I agree with. There's no way, I'd be paying 75pts for such a banner for example. This thing need a lot of work to make it a good supplement.
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![[Post New]](/s/i/i.gif) 2013/10/18 11:29:23
Subject: Re:World Eaters Supplement draft
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Regular Dakkanaut
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Thanks for the time and effort you put into this list, but I'm inclined to agree with the previous commentators main premise of this list being not very good. I'd perhaps go back through the list and make a bunch of changes and then try to re post your ideas.
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7000pts
(In Progress)
"I don't need to hold a single objective to win any of the missions" -FlingitNow |
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![[Post New]](/s/i/i.gif) 2013/10/18 15:47:46
Subject: World Eaters Supplement draft
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Savage Khorne Berserker Biker
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Thanks for the input. A few considerations:
I tried to do the rules as close as possible to the existing supplement standard. So I could not reword the Mark or Khorne or make prices too different from what other Banners/armor costs.
Vlad:
Many of your remarks don't make sense. Of course World Eaters need to have the mark of Khorne, however lackluster it is. Reworking it into something different and better is seemingly not the province of supplements.
You say the Butcher's Nails are what the MoK should be, then add a yawn. Make up your mind.
The 50 point Rhino allows you to have an army in which all transports are AV11, non-open topped Assault Vehicles. If you want that without drawbacks, you want something no army has. If you move flat out, you have 18 inches to avoid terrain if you don't feel like risking immobilization. And even if it gets blown up, you can still assault. It's a big deal.
Given the fact that you mourn the loss of Huron, I assume you want an army with guaranteed Outflank, assault vehicles across the board and 5 attacks on the charge for 18 points a MeQ model. Sorry, but no.
Warlord Traits: Most of them are situationally powerful, restricted to CC or challenges. But if that also irks you, I can add the one that gives you Fear, for balance.
For the Artifacts...really? A regular suit of terminator armor for a Lord is 40 points. So the extra 10 points buys you Rampage and the ability to do Sweeping advances at I5 to chase units that could shoot you during the next turn and wipe enemies. Truly highway robbery.
The skull's wording makes it clear that it is used during the enemy's turn.
For the Daemon weapon, I'm open to suggestions.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2013/10/18 16:16:54
Subject: World Eaters Supplement draft
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Nigel Stillman
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Sephyr wrote:
Vlad:
Many of your remarks don't make sense. Of course World Eaters need to have the mark of Khorne, however lackluster it is. Reworking it into something different and better is seemingly not the province of supplements.
You say the Butcher's Nails are what the MoK should be, then add a yawn. Make up your mind.
Yeah, the real issue is not that we have to buy the Mark of Khorne, and if you could understand that the Mark of Khorne is fundamentally gak this edition you'd be more likely to realize why I said that it's a tax.
Furthermore, the Butcher's Nails is just an "improved" Mark of Khorne and is really just redundant. Also it makes Khorne Berserkers even more expensive and adds up really fast.
The 50 point Rhino allows you to have an army in which all transports are AV11, non-open topped Assault Vehicles. If you want that without drawbacks, you want something no army has. If you move flat out, you have 18 inches to avoid terrain if you don't feel like risking immobilization. And even if it gets blown up, you can still assault. It's a big deal.
Yeah and guess what, no other army is forced to purchase a fundamentally underpowered piece of crap option like the Mark of Khorne, we damn well better get something to make up for that. Ultimately it's still a 50 point AV 11 vehicle and I wouldn't be surprised if they get popped pretty damn fast, since Tau can glance them to death, Guard can blow them super super easily, Eldar can blow them out of the water, and Daemons don't really care because they're still faster than you.
Not to mention the fact that due to your own poor wording, you can't even take Rhinos since you can't give them the Mark of Khorne, making my entire counterpoint a moot point.
Given the fact that you mourn the loss of Huron, I assume you want an army with guaranteed Outflank, assault vehicles across the board and 5 attacks on the charge for 18 points a MeQ model. Sorry, but no.
I actually hate Huron and loathe the "counts-as" culture that he represents in the Chaos book, and I hate special characters in generals so no I'm happy to see him go. However with him gone goes one of the only slightly efficient way of getting models into hand to hand combat.
Also not sure if you got the memo but Marines are gak now. An 18 point marine is still a marine and will die just as easily to Eldar as would a 14 or 13 point marine.
Warlord Traits: Most of them are situationally powerful, restricted to CC or challenges. But if that also irks you, I can add the one that gives you Fear, for balance.
If you don't think that "+D3 WS and A in assault" or "D7+ D6 charge and D6+3" run isn't more significantly powerful than any other book's warlord traits, then I have nothing else to say. And don't get stand offish with me, you submit your stuff for critique and that's what I'm giving you.
For the Artifacts...really? A regular suit of terminator armor for a Lord is 40 points. So the extra 10 points buys you Rampage and the ability to do Sweeping advances at I5 to chase units that could shoot you during the next turn and wipe enemies. Truly highway robbery.
Not sure if you got this newsflash but 2+ saves are gak this edition, brah. You know why nobody takes Terminators any more? They're too expensive for their output. This wouldn't have been such a big deal if a Khorne Lord had a reliable way to deal damage but now that his options are totally limited, I don't see him making good use out of this overpriced psuedo Terminator suit. Maybe highway robbery to you, but it's highway robbery to think that players are going to pay 50 points for gear that is this overpriced.
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![[Post New]](/s/i/i.gif) 2013/10/18 17:50:06
Subject: Re:World Eaters Supplement draft
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Beautiful and Deadly Keeper of Secrets
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Not sure if you got this newsflash but 2+ saves are gak this edition, brah. You know why nobody takes Terminators any more? They're too expensive for their output. This wouldn't have been such a big deal if a Khorne Lord had a reliable way to deal damage but now that his options are totally limited, I don't see him making good use out of this overpriced psuedo Terminator suit. Maybe highway robbery to you, but it's highway robbery to think that players are going to pay 50 points for gear that is this overpriced.
Also that this has to compete with the Juggerlord, which is far better and far more effective.
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![[Post New]](/s/i/i.gif) 2013/10/18 18:53:07
Subject: World Eaters Supplement draft
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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May I ask, is this your fist attempt at rules creating for CSM? If so you have my respect I don't mind the MoK Tax, that's fluffy to me (plus I don't really have any problems with the mark itself) I would suggest though for the Rhino to get rid of the open topped rule, and just give it assault vehicle for the same points as its codex equivalent, as it has an equal chance still of getting there and getting blown up, so it makes it a boost but not OP for Khorne Also with the Termie armour I would replace the sweeping advance rule with offensive and defensive grenades, so it can still strike at normal Int and can sweep and advance No Rad grenades, there GK stuff and chaos hates the GK with ever the passion I would include this statline for a piece of Wargear as well Sword of Khorne (change the name to sound better, its your project after all  ): Str+2 AP2 Daemon weapon with shred. Now this may seem OP but considering our loyalist counterparts have an AP 2 +3 Str, that can make you go WS 1, I think this weapon has is a bit more balanced and nobody can really cry OP at it Other than that, its a good Supplement imo, as said if its your first try into creating stuff for 40k then its quite cool  and you will grow over time to learn the craft and trade so don't let the other put you down and keep pursuing games developing 40k for your own ends
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This message was edited 2 times. Last update was at 2013/10/20 10:51:37
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/10/21 05:05:46
Subject: World Eaters Supplement draft
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Khorne Chosen Marine Riding a Juggernaut
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Discussed a bit with a friend of mine about WE oriented lists, this is what came out of the discussion.
1-Zerkers units gain the Assault specialists trait; When a Zerker squad disembark from a closed and non-assault vehicle, the unit( and any character with the moK who has joined them), can assault this turn, by doing so, they forfeit their shooting phase.
2- Zerkers has a Base A of 2, and the VotLW at no extra cost.(after all VotLW somewhat replaces ATSKNF...)
3- In a Zerker squad, 2 Models can buy one of those options; Plasma Pistols +5pts, Power Weapons +10pts,Power Claws 12pts(24pts for a pair) Power Fists +20 pts, Eviscerator +25pts.
4- The Arsenal sees new options;
-Axe of Khorne, 16pts, melee S +1, AP2, Bloodthirst; for each 6 rolled on the To Hit rolls, roll and extra attack, continue to roll attacks has long has you keep rolling 6's.
- Collars of Khorne, +5pts, 2+Deny the Witch for the Bearer and his unit, the Bearer is immune to Force weapons anility to instant Death.
- Fleshmetal +20pts(?) gives the model a 2+ armor save.
5- Icones sees their price changed to +15pts, they can be used has Homer beacons for units coming in DS.
6- Bikers with the MoK can exchange their bikes with Juggernauts for +15pts each, theu off course loose their Twin linked bolters, and can only use Bolt pistols, the rest of their options remains unchanged.
7- Juggernauts have a +2 in S for their Hammer of Wrath hits.
8-Vehicles can be dedicated to the Blood god, althought its not mandatory.
-Maulerfiends gets the Rampage and Hatred rule for +16pts
-Forgefiends gets the Prefered ennemy rule for +10pts
-Dreadnoughts gets the Rage and counter attack rule for +16pts
-Defilers Weapons(all of them) counts has beeing mastercrafted for +8pts
-Heldrakes can reroll their vector strike dice, but they must accept the second result,+16pts
8- Land Raiders may exchange their Lascans for Hades Autocanons for free.
-May take one pintle mounted Multi-Melta for +15pts
-May exchange its Twin linked Heavy bolters with a Baleflamer for +10pts, or a Reaper Autocanon for free.
9- Deamon princes of Khorne, gains the Adamentium Will and Rampage rules.
10-A Character with the MoK in duel gains the Feel No Pain (5+) rule for the duration of the duel.
Thats the gist of it, i think i've forgot some stuffs too, but in our eyes those would be the things that needs to be adressed to make a fiable but still fun to use WE list.
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![[Post New]](/s/i/i.gif) 2013/10/22 14:32:09
Subject: World Eaters Supplement draft
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Savage Khorne Berserker Biker
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happygolucky wrote:
No Rad grenades, there GK stuff and chaos hates the GK with ever the passion
All legions had access to Rad grenades during the Heresy, as shown in the recent 30k supplements. World Eaters are specifically mentioned to make use of them in their Destroyer units (jump infantry) in the Betrayer BL book (which is amazing). I guess GK are one of the few that remember how to make them, but that doesn't mean it is unique to them.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2013/10/22 21:28:37
Subject: World Eaters Supplement draft
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Beautiful and Deadly Keeper of Secrets
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Sephyr wrote: happygolucky wrote:
No Rad grenades, there GK stuff and chaos hates the GK with ever the passion
All legions had access to Rad grenades during the Heresy, as shown in the recent 30k supplements. World Eaters are specifically mentioned to make use of them in their Destroyer units (jump infantry) in the Betrayer BL book (which is amazing). I guess GK are one of the few that remember how to make them, but that doesn't mean it is unique to them.
Except everyone in the heresy had Destroyer Units, they weren't specifically liked either.
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