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Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

This is the ressurectiuon of this idea. I know that a lot of Chaos veterans were upset by the removal of the various legions. So, I'm thinking that a variety of special characters could be used to bring the legions back. Without further ado, here are the legions and their characters.

Ahriman-Thousand Sons- Taking Ahriman changes an undivided Chaos Space Marine force into a warband of the Thousand Sons. By taking this special character you forfeit the ability to take any of the other named special characters. No unit in this army may have a Mark of any god other than Tzeentch. In addition, in order to take unmarked units other than vehicles, you must take an undivided Sorcerer, Chaos Lord, or Daemon Prince. Taking this character gives your army the following special abilities: Sorcerery, For the Changer of Ways, Daemonic Pacts, Favored of the Architect.
Sorcerery- Followers of Tzeentch have nothing to fear when they access the Warp. They automatically pass any test to use a Psyker power.
For the Changer of Ways- All Tzeentch marked units in your army gain the Slow and Purposeful USR. As long as the unit remains within 12" of an Aspiring Sorcerer, a Tzeentch marked sorcerer, Ahriman, or a Tzeentch marked Daemon Prince it is allowed to roll three dice for its Slow and Purposeful. In addition, Tzeentch marked units are allowed to reroll failed Leadership tests as long as they remain within 12" of Aspiring Sorcerer, a Tzeentch marked sorcerer, Ahriman, or a Tzeentch marked Daemon Prince.
Daemonic Pacts- Sorcerers of Tzeentch often make daemonic pacts in order to gain increased mastery over the Warp. This allows the sorcerers to achieve incredible heights of power. Whenever a Tzeentch marked sorcerer casts uses a power other than Warptime, it is allowed to, on a 5+, to cast the same power a second time. This second casting is allowed to target the same unit or a different unit.
Favored of the Architect- The Thousand Sons are some of the Architect of Fate's most pious followers. As such, any Thousand Sons warband may take a single unit of Pink Horrors from Codex: Chaos Daemons as Lesser Daemons.

Kharn the Betrayer- Khorne- Taking Kharn changes an undivided Chaos Space Marine force into a warband of the World Eaters. By taking this special character you forfeit the ability to take any of the other named special characters. No unit in this army may have a Mark of any god other than Khorne. In addition, in order to take unmarked units other than vehicles, you must take an undivided Chaos Lord or Daemon Prince. Taking this character gives your army the following special abilities: KILL MAIM BURN, Skulls for the Skull God, Blood for the Blood God, He's the New Commissar, Rain of Blood.
KILL MAIM BURN- The warriors of the World Eaters are incredibly bloodthirsty. At the start of every shooting phase, Khorne marked units have to check to see if they will go insane with their rage. Roll a D6. On a 1, the unit gains fleet for that turn only and must run towards the closest enemy unit OR the unit may fire all of its weapons at the nearest unit, friend or foe. On a 2-6, the unit may act normally.
Skulls for the Skull God- Khorne marked units are especially bloodthirsty in hand to hand. They always hit enemies on a 3+ in CC.
Blood for the Blood God- If a Khorne marked unit misses with more than half of its CC attacks, one member is removed as a casualty. The followers of Khorne want blood to be spilled, the line is blurred as far as whose blood should be spilled. Independent characters are ignored for this rule.
He's the New Commissar- Just kidding.
Rain of Blood- The World Eaters are some of Khorne’s most favored warriors. They may be accompanied by a single unit of Bloodletters taken from Codex: Chaos Daemons as Lesser Daemons.

Typhus- Death Guard- Taking Typhus changes an undivided Chaos Space Marine force into a warband of the Death Guard. By taking this special character you forfeit the ability to take any of the other named special characters. No unit in this army may have a Mark of any god other than Nurgle. In addition, in order to take unmarked units other than vehicles, you must take an undivided Sorcerer, Chaos Lord, or Daemon Prince. Taking this character gives your army the following special abilities: Swarm of Flies, Decaying Stench, Harbingers of the Plague, Sons of Papa Nurgle. Swarm of Flies- The Death Guard are often surrounded by swarms of insects. These bugs often make seeing the Space Marines difficult. Whenever an enemy wishes to fire at a Nurgle marked unit it must test to see if it sees the unit. This is done following the Night Fighting rules, except the enemy rolls 3D6*3. Note that equipment used to negate Night Fighting has no affect on this special ability, shining a light on the bugs has no effect.
Decaying Stench- All units in B2B with a Nurgle marked unit of this army lose one WS and one attack to a minimum of one.
Harbingers of the Plague- A visitation by the Death Guard forewarns of coming pestilence. Enemies of the Death Guard know this and are disheartened by the knowledge that even if they fend of this incursion, they may very well be killed by some infection. All enemy units within 18" of a Nurgle marked unit lose one leadership.
Sons of Papa Nurgle- The Death Guard are some of Papa Nurgle’s favorite children. They may take a single unit of Plaugebearers taken from Codex: Chaos Daemons as Lesser Daemons.

Lucius- Emperor's Children- Taking Lucius changes an undivided Chaos Space Marine force into a warband of the Emperor's Children. By taking this special character you forfeit the ability to take any of the other named special characters. No unit in this army may have a Mark of any god other than Khorne. In addition, in order to take unmarked units other than vehicles, you must take an undivided Sorcerer, Chaos Lord, or Daemon Prince. Taking this character gives your army the following special abilities: Deadened Senses, Seekers of Sensation, Aspire to Perfection, Champions of the Hermaphroditic God.
Deadened Senses- The followers of Slaanesh often suffer from a deadening of the senses due to their hyper sensitivity. All Slaanesh marked units in this army gain a version of the Feel No Pain USR. This version is identical to FNP except they save on a 6+ and not a 4+.
Seekers of Sensation- The followers of Slaanesh are always looking for new experiences and feelings. As such, they are often unafraid of things that would unsettle other troops. All Slaanesh marked units in this army may reroll failed Leadership tests.
Aspire to Perfection- Followers of Slaanesh constantly strive for perfection. All Slaanesh marked units in this army gain +1 WS.
Champions of the Hermaphroditic God- The Emperor's Children are favored by Slaanesh. This army may take a single unit of [oh god, I can't remember the name] taken from Codex: Chaos Daemons as Lesser Daemons.

Honsou- Iron Warriors- Taking Honsou changes an undivided Chaos Space Marine force into a warband of the Iron Warriors. By taking this special character you forfeit the ability to take any of the other named special characters. Taking this character gives your army the following special abilities: Siege Masters, More Firepower, Breach the Walls, War Smiths. (Note, I'm on vacation at the moment, so I'll have to make statlines for Honsou and the War Smiths next week)
Siege Masters- The Iron Wars are incredibly skilled at the art of sieging/holding a fortified position. Any model in this army benefits from Defensive Grenades if they are in/behind cover. In addition, units in cover reduce their cover save by one when being fired on by this army.
More Firepower- The Iron Warriors love huge weapons capable of mashing aside enemy fortifications. This army is allowed to take a Basilisk (see Codex: Imperial Guard) as a Fast Attack slot.
Breach the Walls- Iron Warriors are skilled at breaking apart enemy fortifications. Whenever a unit in this army fires at a building, they may roll one more D6 than it is normally allowed for armor penetration (so, 2D6 for normal weapons, 3D6 for Ordinance, etc.).
Warsmiths- Forces of the Iron Warriors are generally led/accompanied by Warsmiths. (not sure how to handle these, I'm thinking either elites with Techmarine stats, having them replace Aspiring Champions, or having them take up an HQ slot)

Character to be Decided- Night Lords- Taking Character to be Decided changes an undivided Chaos Space Marine force into a warband of the Night Lords. By taking this special character you forfeit the ability to take any of the other named special characters. Taking this character gives your army the following special abilities: Terror Tactics, Strikes in the Night, Savage Raiders.
Terror Strikes- The Night Lords are known for their use of terror tactics to terrify their foe. At the start of the game, before the roll for seizing the initiative, the Night Lords player may make up to three enemy units take a pinning test. Units pinned this way are pinned for the first turn only. In addition, whenever rolling for reserves, the opponent(s) must roll a number 1 digit higher than normal to see if the reserved unit arrives this turn. They are that afraid of fighting the Night Lords.
Strikes in the Night- The Night Lords will often seek to surprise their foe by attacking in the night. The Night Lords player may choose for the first game turn to be played under the Night Fighting rules.
Savage Raiders- The Night Lords conduct horrific raids on their foes. The Night Lords player may choose one enemy unit. If the unit is a vehicle, it suffers a single glancing hit at the start of turn one. If the unit is not a vehicle, it is automatically hit by five sniper weapons. (I'm not sure about this ability)

Marduk, Dark Apostle- Word Bearers- Taking Marduk changes an undivided Chaos Space Marine force into a warband of the Word Bearers. By taking this special character you forfeit the ability to take any other named characters. Taking this character gives your army the following special abilities: Daemon Worshippers, Chaos Undivided, Seeds of Heresy.
Daemon Worshippers- The Word Bearers love to summon daemonic forces to assist themselves. A Word Bearers army may take a number of units from Codex: Chaos Daemons. For every force organization slot filled from Codex: Chaos Space Marines, an equal number of selections from the same force organization slots may be taken from Codex: Chaos Daemons. These do count for force organization restrictions. All daemons except for the four Greater Daemons, Daemonic Heralds, and Daemon Princes (from Codex: Chaos Daemons) are summoned like Lesser Daemons from Codex: Chaos Space Marines. The four Greater Daemons, Daemonic Heralds, and Daemon Princes (from Codex: Chaos Daemons) are summoned like Greater Daemons (from Codex: Chaos Space Marines).
Chaos Undivided- As a whole, the Word Bearers do not worship any single Chaos god. Icons of Chaos Glory cost three points less. In addition, daemons can only be summoned off of Icons of their particular god. Icons of Chaos Glory and personal icons can be used to summon any daemon(s). For example, a unit of Bloodletters can only be summoned off of an Icon of Chaos Glory, an Icon of Khorne, or a personal icon. Greater Daemons, Heralds, and Daemon Princes (from Codex: Chaos Daemons) can only be summoned through an unmarked aspiring champion or an aspiring champion with their gods mark.
Seeds of Heresy- When the Word Bearers leave a planet, they leave behind the beginnings of a chaos cult. Word Bearers always count as scoring an additional kill point in missions that use kill point rules.

Arkos- Alpha Legion- Arkos changes an undivided Chaos Space Marine force into a warband of the Alpha Legion. By taking this special character you forfeit the ability to take any of the other named special characters. Taking this character gives your army the following special abilities: Cults and Traitors, Multi-Headed, Careful Planning.
Cults and Traitors- The Alpha Legion makes extensive use of infiltration and subterfuge when attacking a planet. Alpha Legion attacks are often supported by cultists and/or traitors. For every unit of Chaos Space Marines (things that qualify as Chaos Space Marines can be found on pages twenty-six and twenty-seven of Codex: Chaos Space Marines) taken, an Alpha Legion army may take one unit of cultists or one Infantry Squad chosen from Codex: Imperial Guard. Any Infantry Squads taken this way have the Infiltrate USR. Infantry Squads taken this way do not take up force organization slots but are treated as troops in all other regards.
Multi-Headed- The Alpha Legion command structure is nearly impossible to understand. The level of secrecy the legion maintains is staggering. An Alpha Legion army may exchange one Heavy Support slot for an additional Head Quarters unit.
Careful Planning- The Alpha Legion puts a vast amount of meticulous planning into every assault they make. Every turn, an Alpha Legion player may subtract or add one to any reserves roll or outflank roll or may reroll a single Deep Strike scatter distance die.



I'd appreciate any and all feedback about the rules. I'll be placing rules for Warsmiths, Cultists, Honsou, Marduk, Arkos, and the Night Lords character soon.

This message was edited 2 times. Last update was at 2009/09/04 22:15:08


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Made in us
Nigel Stillman





Austin, TX

I don't like this idea because it forces people to take special characters to play a legion, or should I say "not so special" characters.

I mean it's realistic because that's what 40k is all about now, but that doesn't mean that people will like it.
   
Made in gb
Plastictrees



UK

I love it.

This is the way CSM should have been written.

VLadsimpaler@ You can still take undivided units in an undivided army, the great thing each legion could have multiple tourney builds. I could just see all the possible builds while reading it.

I think only those who played Codex: CSM Jervis Edition can understand how horrible the current is.


WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Arkos- Chaos Lord of the Alpha Legion
WS: 6 BS: 5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 3+/5+
Special Rules:
Independant Character
Fearless
5+ Invulnerable Saves
Infiltration

Wargear:
Bolt Pistol
Frag Grenades
Krak Grenades
Power Armor
Combi-melta
Dark Blade

Rules and Equipment:
Infiltration- Arkos and one unit of your unit may Infiltrate as long as you place Arkos with the Infiltrating unit.
Dark Blade- This is a daemon weapon. In addition to the standard abilities of a Daemon Weapon, whenever Arkos wins a combat he regains one wound. This ability has no effect if Arkos is not wounded.

Cost: 90+10+40+20+20=180


Marduk, Dark Apostle
WS:6 BS:5 S:4(5) T:4 W:3 I:5 A:3 Ld:10 Sv:3+/4+

Special Rules:
Independant Character
Fearless
Demagogue
Litanies of Rage

Wargear:
Power Armor
Bolt Pistol
Frag Grenades
Krak Grenades
Cursed Crozius Arcanium
Rosarius of the Damned
Personal Icon

Rules and Wargear:
Demagogue- Marduk serves as an inspiriation to all Word Bearers around him. All Word Bearers units within 12" may reroll failed morale checks. Any unit Marduk joins is fearless as long as he is with it.
Litanies of Rage: Any unit Marduk joins has the Furious Charge USR as long as he is with them.
Cursed Crozious Arcanium: Just a standard (albeit sinister) power weapon.
Rosarius of the Damned: This confers a 4+ invulnerable save to the bearer.

Cost: 90+20+20+15+15+5=165


Okay, that's two of the special characters done. I'd like review of them very much. Here's a rough outline of cultists:

Cultists- 4 points a model
Unit Size 10-20
WS:3 BS:2 S:3 T:3 W:1 I:3 A:1 Ld:6 Sv: 6+

Special Rules-
Infiltrate

Wargear:
Makeshift Weapons (count as a single CCW)

Options- One member of the cultists may be an Alpha Legionnaire in disguise. During battle he will don the armor of his legion. He costs 30 points and may take all the options normally available to Chaos Space Marine (the unit) aspiring champion.
If the unit has no aspiring champion, one cultist may be upgraded to a rally leader. Rally leader have one extra attack and a leadership of eight.
One cultist may carry an Icon of Chaos Glory for 10 points.
Every cultist may purchase a laspistol for 1 point.
One in every five cultists may take a fire bomb for three points.
Firebomb- R:6" S:4 AP:6 Small Blast, Get's Hot!, Only roll one d6 for scatter.

This message was edited 1 time. Last update was at 2009/09/05 05:33:06


DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in us
Nigel Stillman





Austin, TX

Lord-Loss wrote:I love it.

This is the way CSM should have been written.

What, by being just as heavily dependent on special characters as the Dark Angels codex?



VLadsimpaler@ You can still take undivided units in an undivided army, the great thing each legion could have multiple tourney builds. I could just see all the possible builds while reading it.


All while having a special character at the front.



I think only those who played Codex: CSM Jervis Edition can understand how horrible the current is.



Either you mean "can't understand how horrible the current is" or you mean "I think only those who played before Codex: CSm Jervis Edition"

I know how terrible the current codex is, trust me. Of course then again having read Slaves to Darkness makes almost any codex (yes, even the often-lauded 3.5 codex) seem bland in comparison.

And yes, I agree, this would dramatically help the current codex, and in reality this is how it would work, if and when another CSM codex comes around. But does this really help? It just makes Special Characters lose what is fun about them, that being their specialness. With these Legion Rules, if you want to enjoy playing a legion you have to take a special character. It increases options and decreases them at the same time.
   
Made in gb
Plastictrees



UK

Well look at all the top SM builds. They all based around Special characters. I thinks GW got something on this special character grants ablitiys stuff.

WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

Vladsimpaler wrote: It increases options and decreases them at the same time.
What options does this decrease?
As you admitted, this is the best way of re-integrating legion rules. They have a clear, point-costing source and they fit in with the recent design methods. I understand that you don't like people taking special characters, but this isn't the proper place for that discussion.

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Versteckt in den Schatten deines Geistes.

I've got a better idea than the OP. What is my idea?

1. Copypasta everything he wrote.
2. Delete any and all references to Special Characters.
3. Add in "Playing [Insert Legion Here] means that..." followed by the rules the OP wrote.

The result is rules for Legions that aren't tied to Mandatory Non-Special Special Character.

I HATE the emphaiss on Special Characters in 5th, and while I want Legions back, this is not the way to do it.

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Rotting Sorcerer of Nurgle






Jacksonville, NC

H.B.M.C. wrote:I've got a better idea than the OP. What is my idea?

1. Copypasta everything he wrote.
2. Delete any and all references to Special Characters.
3. Add in "Playing [Insert Legion Here] means that..." followed by the rules the OP wrote.

The result is rules for Legions that aren't tied to Mandatory Non-Special Special Character.

I HATE the emphaiss on Special Characters in 5th, and while I want Legions back, this is not the way to do it.


I agree here. I love your ideas, but the fact you HAVE to take a special char kinds limits it. Especially Fluffwise. Ahriman was banned from 1k Sons, so hes a wanderer. Abaddon is... well, everything. Kharn left the world eaters to go on a galaxywide rampage.

Basically they set up the fluff for most of the "special" guys to do whatever they want. Excluding Typhus, but he sucks anyway :(

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Plastictrees



UK

If we change some HQs, troops and chaos dreadnoughts then attach this to the existing codex then send it to GW and hopefully there base the next one of this.

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Killer Klaivex






Forever alone

I have a better idea.

Give us back the old codex.

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Nigel Stillman





Austin, TX

RustyKnight wrote:What options does this decrease?

One less HQ choice (sans Alpha Legion, but then they have to give up a HS slot)
And less points, because of the actual character.


As you admitted, this is the best way of re-integrating legion rules. They have a clear, point-costing source and they fit in with the recent design methods. I understand that you don't like people taking special characters, but this isn't the proper place for that discussion.


No, I said that if the codex was to be remade, this is how the legions would be represented. It's clear what you're wanting to do here and it's admirable, but people just want the old rules back, and preferably not on the back of special characters.

@Lord Loss- The top SM builds use characters because characters are flat-out better. See Shrike. 'Nuff said.



This message was edited 1 time. Last update was at 2009/09/05 07:51:04


 
   
Made in nz
Apprehensive Inquisitorial Apprentice






I agree, I don't think your legion should be dependent on what special character you take..

Some things seem likes special rules for the sake of special rules.

The alpha legion rules don't demonstrate the superior team work aspect that they are supposed to have, and exchanging a heavy support spot with a HQ I don't think conveys the secrecy of the Alpha Legion personally.

Alpha legion members are meant to all look the same maybe something can be done about this? Can't target independent characters specifically or something?

Also due to awesome team work, if a plasma weapon overheats and kills someone, another team mate can pick it up or something...
   
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Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

H.B.M.C. wrote:I've got a better idea than the OP. What is my idea?

1. Copypasta everything he wrote.
2. Delete any and all references to Special Characters.
3. Add in "Playing [Insert Legion Here] means that..." followed by the rules the OP wrote.

The result is rules for Legions that aren't tied to Mandatory Non-Special Special Character.

I HATE the emphaiss on Special Characters in 5th, and while I want Legions back, this is not the way to do it.

Agreed,using special characters to "unlock" legion rules is too much like codex:SM..and I don't care for that idea,I feel it would be much simpler to reinstate the old Legion list/rules with a slight update perhaps.


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Hamburg

Lucius- Emperor's Children- Taking Lucius changes an undivided Chaos Space Marine force into a warband of the Emperor's Children. By taking this special character you forfeit the ability to take any of the other named special characters. No unit in this army may have a Mark of any god other than Khorne.

Khorne and Slannesh are rivals.
In view of the CSM codex 3.5, units with those marks must not be taken in the same army.

In addition, in order to take unmarked units other than vehicles, you must take an undivided Sorcerer, Chaos Lord, or Daemon Prince. Taking this character gives your army the following special abilities: Deadened Senses, Seekers of Sensation, Aspire to Perfection, Champions of the Hermaphroditic God.

Okay.


Deadened Senses- The followers of Slaanesh often suffer from a deadening of the senses due to their hyper sensitivity. All Slaanesh marked units in this army gain a version of the Feel No Pain USR. This version is identical to FNP except they save on a 6+ and not a 4+.

Maybe 5+.


Seekers of Sensation- The followers of Slaanesh are always looking for new experiences and feelings. As such, they are often unafraid of things that would unsettle other troops. All Slaanesh marked units in this army may reroll failed Leadership tests.

Good.


Aspire to Perfection- Followers of Slaanesh constantly strive for perfection. All Slaanesh marked units in this army gain +1 WS.

I'd consider +1 BS.
This would allow sonic blasters to hit on 2+. Ouch!


Champions of the Hermaphroditic God- The Emperor's Children are favored by Slaanesh. This army may take a single unit of [oh god, I can't remember the name] taken from Codex: Chaos Daemons as Lesser Daemons.

What unit?

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Made in us
Wraith




O H I am in the Webway...

I think this is a great idea with ONE tweak.

Instead of making it a special character, make it a "mark"

For example:

Marks of Legion - One mark per army. If one HQ in the army includes a mark than the whole army must follow it's special rules.

Mark of the Hydra

Can be Given to: Chaos Lord, Chaos Sorcerer

Equipment: The Mark of the Hydra grats the model Infiltrate, Stealth, and Outflank special rules. It also grants them the ability to use Alpha Legion specific wargear.

Restrictions: No Posessed. No Daemon Princes. No cult marines. Only cultists can summon Lesser and Greater Daemons.

Multi-Headed - The Alpha Legion may swap a heavy support slot for an additional HQ slot.

Behind enemy lines: All Chaos Space Marine Tactical and Chosen squads must be given the USR Infiltration at +1 point per model or the USR Outflank at +1 ppm.

Cultists (troops)

WS: 3 BS: 3 S: 3 T: 3 I:3 A:1 LD:7 AS: 5+
5 or 6 PPM
Squad Size: 5-20
Equipment: Either a Lasgun or Laspistol and a Close Combat Weapon; Flak Armor
One Model may be upgraded to a Cult Master: (gains +1 leadership and +1 attack)
One Model may be upgraded to a Cult Grand Master: (a CSM with CCW + BP and leadership 10)

For every 5 cultists one model may be given a: Meltagun +10, Plasmagun + 15, Flamer +5, Stormbolter +2
If the squad numbers 10 or more 2 cultists may form a heavy weapons team: Heavy Bolter +5, Lascannon +15, autocannon +10, missile launcher +10, heavy flamer +10

I think you get the point ;D

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Plastictrees



UK

Im realy liking that EzeKK, but maybe Cultist should have larger squads.


WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
 
   
 
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