Here’s my feedback. Please note that my feedback is primarily from a gameplay perspective. From what I can interpret so far, the ruleset is an odd mix of 3.5 and 4th edition codex mechanics. The draft is very rough and could use a lot of polish.
1. Sacred Numbers: Get rid of this mechanic. The aspiring champion discount is a legacy mechanic from the 3.5 codex and doesn’t really fit in with 5th edition considering champions/sergeants are now a lot cheaper (10 points for
tac marine sergeant). The mechanic also encourages players to field “odd unit sizes”, which itself presents various issues (slaanesh get particularly shafted with this rulset). You’d be better off scrapping this ruleset and recosting aspiring champion upgrades to 10 points to put it in line with 5th edition codices.
2. Chaos Marks: This mechanic feels clunky. Limiting 1 mark per army doesn’t counteract the strong nature of the god specific marks. Limiting 1 mark per army is very clunky and essentially encourages every player to field Abaddon. I suggest a 0-1 limit mechanic on all marked units unless the army contains a marked
HQ (Abaddon would essentially remove the 0-1).
3. Since marks now provide the
USR rule + fearless therefore there is little incentive to take a cult marine over
CSM with an IoK. Due to strong nature of the marks, certain units purchase marks at an expensive 10 points per model. I making the marks that run of the mill vanilla
CSM can get slightly inferior to a full blown mark that a Cult Marine or Chaos Lord would have access too.
4. Mark of Tzeentch: Remove Slow and Purposeful as standard. Make this a Rubric marine only setback.
5. Mark of Chaos Undivided: Is essentially useless to all units that contain an aspiring champion or are
Ld 10. I suggest provided the stubborn rule instead
6. Daemon Weapons: Need a bit of clarification here as it is hard to interpret whether these weapons are alternate Daemon Weapon choices to the current Daemon Weapons (i.e. player can choose either the Blood Feeder or the Axe of Khorne) or they use the same rules (i.e. Axe of Khorne gives
2d6 attacks + bonus attacks for kills). One can logically assume that the new weapons are alternate choices but this needs to be written clearly.
7. Plague Sword: Needs some redesigning as killing on a 4+ versus the Bless Giver kills outright on an unsaved wound. Nurgle players would most likely choose the original Nurgle Daemon Weapon as a result. I suggest giving this weapon a different mechanic such as granting a Nurgle’s Rot shooting attack or a chance to inflict multiple wounds.
8. Lance of Change: Not digging the randomised
AP mechanic (especially the auto wound mechanic on a roll of 1). This essentially makes the weapon pretty much identical to the existing Tzeentch Daemon Weapon and thus not giving enough choice to the player. I suggest either giving this blade a fixed
AP of 3 or giving the weapon a fixed
AP of 2 with the
Str determined by
D6 (with a 1 not inflicting an auto wound as a randomised strength is a strong negative penalty already).
9. Warp Cannon: Extremely over powered. I suggest using the rules for the Kai Gun from the 3.5 codex instead.
10. Terminators: The combat attachment rule is nice but kind of odd. The rule also doesn’t allow the player to field cultist terminators. A simpler solution for terminators would be to make them 15 point upgrade on Chosen/Cult Chosen (in the same fashion as Wolf Guard). For extra balance/fluffiness, maybe limit the type of wargear Cult Terminators can have access to (for example Khornate terminators could only have access to
CC weapon upgrades, combi weapons and heavy flamers).
11. Chosen –
CC weapons: I noticed that the special close combat weapon upgrades are limited to the aspiring champion or a number limit in the case of Vanilla Chosen and Khornate Chosen. The current 5th edition marine codices allow all members of a veteran unit to purchase special close combat weapon upgrades and I suggest Chosen should be no different.
I also suggest you restrict Ranged weapon upgrades (such as melta guns, plasma guns etc) to Vanilla Chosen as the counter part veteran units in the 5th edition
MEQ books are designed as
CC muscle. The only exception to this currently is the
SM command squad which is restricted to 5 members. Chosen of Nurgle should be recosted to come with Plague Bolts as standard (this would change the unit into a Sternguard type unit).
Restricting unit members is somewhat annoying and I suggest you remove this mechanic.
12. Vanilla Chosen: Still appear to come with infiltrators as standard. I suggest reworking Vanilla Chosen to allow the player to choose a
USR from a list rather than come with Infiltrators as standard. Fearless should be 1 of the
USR rules up for selection.
13. Possessed: Missing Tzeentch option. Marks are also too expensive to make them a useful selection. I suggest using the proposed rules for Possessed written by Nurglitch instead (
http://www.dakkadakka.com/dakkaforum/posts/list/329511.page).
14. Dreadnaught: Make the Blastmaster single and not twin linked (as plasma cannons are not twin linked). Upgrading a combi bolter to a doomsiren is worth 10 points and not 5 points
IMO. Also redesign the crazed table as it is a legacy ruleset from previous editions.
15. Plague Marines: Remove plague rounds as Plague Marines are plenty tough already. The Fast Attack rhinos is a legacy ruleset from the 3.5 codex here as doesn’t really fit here. 5th edition. You could then probably get away with costing Plague Marines at 22 points per model due to cheaper 5th edition unit price standards (this would also result in a neater total per squad).
16. Rubric Marines: Overcosted at 25 points each due to
MoT changes. You can easily get away with costing these guys at 20-22 points.
17. Raptors: Needs reworking as they currently appear to be a strange hybrid between Vanguard and Assault Marines. Marks are too expensive to make them useful. Dive of daemons does not fit in with the ruleset as hit and run is plenty. Remove the extra
CC weapon options and restore their usual 2 special ranged weapons + aspiring champion upgrades seen in the current
CSM codex.
18. Raptors: 10 points per model is too expensive for a Mark of Chaos.
19. Havocs: 10 points per model is too expensive for a Mark of Chaos. Slaanesh Havocs should be costed at 20 points in line with Noise Marines.
20. Chaos Lord: Should not come with
EW and standard as currently he is overpowered at 85 points. Raise his base cost to 100 points and make
EW and optional upgrade for 35points (this puts the Lord in line with Saga of the Bear Wolf Lords). Re-add option for personal icon.
21. Sorceror: Remove
EW.
22. Sorceror Lord: Delete this entirely. The Sorceror, Chaos Lord and Daemon Prince gives players enough options already.
23. Daemon Prince: Undercosted at 100 points. Raise this to 120 points. Add options for Mark of Nurgle and Mark of Khorne (as this is not written clearly). Psychic powers should be selected and not purchased (to put the ruleset in line with 5th edition mechanics).
24. Special Characters: All of these need work and are a case of “back to the drawing board”. In terms of
EW, only Abaddon and Doom Rider should get this. Huron and Kharn should get something instead like a higher
Inv Save, toughness or
FNP to represent their ’ardness.
25. Land Raider: Raise cost to 250 points as the model now had
POTMS.
26. Undivided Legion Rules: Makes these an upgrade for
HQs. Add a 1 per army clause.