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![[Post New]](/s/i/i.gif) 2011/06/27 19:28:47
Subject: Chaos Cultists and mutants for 5th edition
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[MOD]
Otiose in a Niche
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So like all right-thinking Chaos players I'd like to see cultists and mutants back in the CSM codex.
So took this crack at it, thoughts?
Chaos Cultists
Chaos cultists attack in human waves looking to overwhelm their foes through sheer force of numbers. They are represented by swarm bases. they hide in sewer tunnels and ruins waiting for the chance to attack.
They are a troop choice for Codex Chaos Space Marines
3-10 swarm bases at 20 points a base +1 heretic leader
BS2 WS2 S3 T3 W3 I2 A3 Ld7 Sv-
Armed with 1 CC weapon and mob weapons (a mix of las pistols, obsolete PDF weapons, homemade petrol bombs. bricks and whatever else they could get their hands on, S3, AP-, Assault 2 12")
Infiltrate
Heretic
BS4 WS4 S3 T3 W1 I3 A2 Ld8 Sv-
Infiltrate
Armed with a CC weapon and las pistol may buy the following upgrades
Melta gun, flamer, plasma gun, plasma pistol, grenade launcher-10 points
Power weapon, power fist, Evicerator - 15 points
1 Banner or Unholy relic for 30 points (may be used to summon daemons, affects entire unit)
Banner of Khorne - furious charge
Banner of Slannesh - fleet
Banner of Nurgle - 4+ poison
Banner of Tzeentch - 5+ invulnerable save
Banner of Chaos - Re-reroll morale checks
Mutants
Mutants are a troop choice for Chaos Space Marines
They may be purchased in units of 9-29+1 leader at 10 points a model
BS2 WS3 S3 T4 W1 I3 A2 Ld7 Sv5+
Armed with a las pistol or 2 cc weapons
Infiltrate, scout, mutation
Mutation
Choose any one of the options below (barring #6) or roll d6
1 Savage - furious charge, cc attacks are rending
2 quick - +1 Initiative, fleet
3 Diseased - 4+ poison, feel no pain
4 Wyrd - 5+ inv, +1 attack
5 Single minded - Fearless
6 roll twice (re-roll 6s and duplicates)
Leader
20 points a model
BS2 WS4 S3 T4 W2 I3 A3 Ld8 Sv5+
Infiltrate, scout, mutation (same as unit)
Wargear options
Evicerator 10 points
Power weapon 10 points
Banner 10 points (allows daemon summoning)
Big Mutants
For every mutant mob you may purchase 1 Big Mutant mob as a seperate unit, this does not count as an additional troop choice.
2-5 models at 25 points
BS2 WS3 S4 T5 W3 I2 A2 Ld7 Sv5+
Wargear
2 CC weapons or 1 primative fire arm (S5, AP6, Assault 1 24") or 1 huge weapon (uses both hands, +1 strength)
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This message was edited 1 time. Last update was at 2011/06/27 19:36:46
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![[Post New]](/s/i/i.gif) 2011/06/27 20:22:35
Subject: Re:Chaos Cultists and mutants for 5th edition
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Willing Inquisitorial Excruciator
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I am not sold on the Swarm bases for the Cultists. T3 Swarms include stuff like rippers and razorwings. I mob of people I think would be better as simply a horde unit, like a Blob Platoon. Also, All swarms naturally have Stealth, which seems to be the opposite of a mob of angry dudes. On Infiltrate. One of the biggest disadvantages to horde units is that they are big, slow and hard to get across the table. Since they are big it is easy to get cover saves, but it slows them down as it is harder for them to avoid area terrain. Horde units with cover are very hard to shoot dead, but you have several turns to shoot at them. By giving these horde units infiltrate, you are letting them start very close to the enemy (T2 charge for the most part, T1 if they have fleet and Infiltrate 12" out of LOS). You have fewer turn to shoot at them, and in the case of the cultists, they have stealth too. It will be very hard to stop them before they can assault. I Do very much like the idea of an attack from the sewers. How about this? Each squad leader for the Cultists and Mutant units may purchase an "Entrance to the deeps" (a 40mm round base marker, modeled as a manhole cover, or cave opening to fit the table) After deployment zones are chosen, but before any units are placed, the "Entrances to the deeps" are placed anywhere on the table. (or maybe anywhere outside of the deployment zones) Any unit of cultists or mutants can be places into reserves. They can either be placed into normal reserves and arrive normally, or they may be placed "in the deeps". On the turn they arrive, any unit "in the Deeps" can be placed with 6" of an "Entrance to the deeps". They may shoot or run as normal, but may not assault. the unit can start close, but has to deal with reserve rolls. I think that a cultist unit should function similar to a IG blob squad or conscripts. WS2, lead by a priest who can take weapons and chaos icons or god specific abilities and the unit should be stubborn with LD 8 or 9. undivided makes them harder to break, (+LD or a re-roll) Khorne is a second close combat weapon for everyone or maybe limited Rage (only an a 6 or something) and Rending Slaanesh would be fleet Nurgle would be limited FNP (roll on a 5+ maybe) Tzeench could upgrade the Priest to a Psyker (only LD 8 and 1 spell a turn). Choice of the Normal CSM spells. The main function of this unit would be as a huge tarpit with an evicerator (or Gift of Chaos) in the middle. Mutants should be more like an Ork unit. Big, lots of attacks that force a lot of saves on people, but they are Fearless instead of being stubborn. (no retreat wounds in combat) I like the way you have this unit set up a lot more. I would only say a couple of things. With them being S3 and T4 and A2 and 2 CCW, they seem very similar to Ork boys. Maybe they should be S4 and T3. Also, who would chose a BS2 laspistol over a WS4 attack? especially when that attack is either 4+ poison or has FC and Rending. What about the mutants having some kind of Auto-carbine? 12" S3 AP- A2? I think the extra shot would make the choices a little more balanced. The Big mutants are good as they are. Lastly, you might want to look in the IG book for the prices of unit leader wargear. PW: 10 PF: 15 Evicerator: 20? The Power fist and the Evicerator at least should not be the same point cost. The Evicertor is a PF with extra abilities.
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This message was edited 2 times. Last update was at 2011/06/27 20:28:23
40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/06/28 22:51:53
Subject: Chaos Cultists and mutants for 5th edition
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Longtime Dakkanaut
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I swear you did this about a year ago... I think it is quite interesting having the swarm though not very 'satisfying' for want of better word, having all individual models makes a horde feel that much cooler.
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Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2011/06/28 23:21:41
Subject: Chaos Cultists and mutants for 5th edition
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Storm Trooper with Maglight
Buffalo NY, USA
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I like the idea of 200 pt 30 wound meat shield, this has chaos written all over it. I also like what you are doing by making them swarm bases, this kind of shows how the undiciplined rabble are more prone to being caught by flame weapons and\or blast templates.
I do however see some possible balance issues with the Heretic and the banners. PF + MoS would cripple most mech armies outright. PW + MoN would decimate gunlines. These wouldn't be so bad on their own but then there are the 31 wounds AND stealth + infiltrate. There is the template thing though, I would love to see this play tested.
I'm glad you didn't just translate the Conscripts, Penal Legion and Ogryns right out of the IG codex by the way. The origionality here is refreashing.
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ComputerGeek01 is more then just a name |
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![[Post New]](/s/i/i.gif) 2011/07/04 20:08:32
Subject: Chaos Cultists and mutants for 5th edition
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Long-Range Land Speeder Pilot
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I would think they'd be WS3 and BS3 just like IG and SoB.
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Space Marines, Orks, Imperial Guard, Chaos, Tau, Necrons, Germans (LW), Protectorate of Menoth
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