Hi one and all
Here are some ideas that I thought might be good should there ever be a new Codex released for the forces of Chaos. It would be a bit of a chocca codex as I think they should also bring back the Legions as well as incorporate the Lesser and Greater Daemons again. I have also added some of the features from the previous codex which I believe should have been kept in but maybe tweaked.
Here's my ideas - not sure if they are over powered or not but they seem to be quite cool to me. I am fairly new still to the ins and outs of the game so please be gentle
I haven't gone in to points cost but generally the points cost of most units would go up or you would have to buy the additional wargear, say, for the Noise Marines combat drugs. The Renegade Dreadnought would be more expensive but the Renegade marines would be cheaper than the ones in the existing codex.
Noise Marines
Combat Drugs:
Noise Marines are known to heavily use combat drugs to enhance their battle capabilities pushing their already superhuman abilities to new levels, increasing speed and strength. Such toxins however have their draw backs. On occasion the user might find that his already over stimulated body is no longer receptive to the drugs and have no effect or an over administration will prove fatal, if not rapturous.
Combat Drugs may be used once per battle in an assault phase and must be declared. The affects of the drug will only last for the duration of the assault phase that they are used. To determine the effectiveness of the drugs roll a
D6 for each marine in the squad and use the chart below.
1: The Marines has become accustomed to the administered dosage of the drug and it has no effect.
2 – 3: There is some effect, the marine fights at +1 to initiative and +1 Attack
4 – 5: The Combat Drug floods the users system granting +1 to their Initiative, Attack, Strength and Weapon Skill
6: The marine has used too much and proves fatal. Remove the Noise Marine from play and treat as a casualty before the assault is fought.
Sonic Rhino:
Rhino transports used by Noise Marines are a riot of noise and colour and used to heighten the emotions of the marines in battle. They are often painted in garish colours and fitted with amplifiers which blast out sounds that only a true noise marine can appreciate. For an enemy however, such machines can prove quite the distraction.
Sonic Rhinos may replace their twin linked bolter for a Sonic Blaster.
Sonic Amplifier:
Much like the Dirge Caster, which is employed by other traitor legions, that spouts Chaos teachings to demoralize nearby enemy troops the Sonic Amplifier is used to cause discomfort and distraction. Enemy units within 6” of a Rhino equipped with a Sonic Amplifier fight at -1 initiative in the assault phase.
Khorne Bezerkers:
Bezerkers are the bloody minded and brutal assault troops of the Blood God. Due to their fury and rage in battle their close combat weapons have the Rending special rule.
Rage shot:
Bezerkers weapons of choice are axes and chainswords, preferring close combat above all else. However when numbers are against them, Bezerkers often will choose to whittle down numbers from afar with bolt pistols. Before an assault the Bezerkers may choose to fire their pistols normally or as a rage shot, blanketing the enemy with wild fire. Should you choose to use the rage shot you may add an additional shot to each member in the squad, too represent the nature of this tactic the squad’s ballistic skill is reduced to 3 for this attack. The Rage shot is only applicable to bolt pistols.
Khornate skullcharger
Bezerkers of Khorne utilize Rhinos as assault vehicles, charging head on into the thickest of the fighting. The Khornate Skullcharger is a Rhino that benefits from the assault vehicle special rule. The vehicle is fitted with a bulldozer blade or vicious spikes used to crush infantry. The skull charger, when tank shocking troops, decreases the unit’s leadership test by -1, it also forces a death or glory result to be re rolled if initially passed. The skull charger does not affect tank shocks against other vehicles and uses the standard rules.
Plague Marines
Plague Marines are renowned for their toughness and ability to weather massive amounts of incoming fire, shrugging off wounds that would kill even the hardiest of marines.
Plague Marines are Resilient and may re role failed saves taken for fearless results. Also a Plague Marine gains +1 to their going to ground save and cover save to a maximum of 2+.
Rubric Marines
The Rubric Marines of the Thousand Sons traitor legion are mindless automatons who are controlled by a Sorcerer, carrying out their orders without question.
The Sorcerers Will is a psychic power that allows the Rubric Marines to be in 3” cohesion from each other, from the standard 2”. A psychic test must be passed to use this power and it will remain in play until declared. It may be used at the beginning of the game before the unit is deployed. As long as this power is in use the Aspiring Sorcerer may only use 1 psychic power per turn to represent his concentration in keeping the power active.
Chaos Renegades
These are the Space Marines who have most recently turned to chaos and were not alive to witness the Horus Heresy. They have the most up to date armour and weapons but do not have the 10,000 years experience of the Chaos Legions. They have the same profile as Space Marines and have access to their armory and war gear. They also are not equipped with a close combat blade as standard but may replace their bolter with on of these. They also do net benefit from the
ATSKNF special rule due to their new chaotic nature.
Renegade Dreadnoughts
Renegade dreadnoughts have not suffered the same insanity at their incarceration as their Chaos Legion brothers and still maintain a relative grasp on reality. Renegade Dreadnoughts do not suffer from the Frenzy rule.