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![[Post New]](/s/i/i.gif) 2011/12/20 05:06:49
Subject: Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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DISCLAIMER: WEE WOO WEE WOO WEE WOO! I PLAY 4TH EDITION WITH A GROUP OF 4 FRIENDS! I DON'T KNOW THE RULES TO 5TH VERY WELL! AS SUCH, THESE STATS AND POINT COSTS MIGHT NOT MESH WITH 5TH VERY WELL! ITS UP TO YOU, THE READERS TO CORRECT ME/HELP EDIT ME WHEN SOMETHING I HAVE DOESN'T WORK! THANKS!
Now, I don't believe the Emperor's Children deserve or will ever get their own codex. It would be stupid. Very stupid. Almost as stupid as giving the Dark Angels their own codex. Hahahahahha. Ha. Anyways, I'm a nerd who, thanks to Christmas, currently has too much time on his hands and is obsessed with 40k and enthusiastic about the Emperor's Children. Thus, I'm going to make my own fancodex for the Emperor's Children. It's going to be very, very, very in-depth with lots of krazy rules and kustomization. First is the armory list for characters to select from and such. There will be clearer rules later on as I begin to sort it out in my head. After each item is the cost for normal guys and then the cost for independent characters and such. So far there are no costs.
Armory List
Marks/Icons
Icon of Chaos
Mark of Chaos
Mark of Slaanesh
Two Handed Ranged Weapons
Blastmaster
Bolter
CombiBolter
CombiFlamer
CombiMelta
CombiPlasma
Sonic Blaster
One Handed Ranged Weapons
Bolt Pistol
Plasma Pistol
Sonic Pistol
One Handed Melee Weapons
Chainfist
Close Combat Weapon
Lightning Claw
Powerfist
Power Weapon
Needle of Desire
Seismic Blade
Two Handed Melee Weapons
Pair of Lightning Claws
Thunderhammer
Psychic Abilities
Beam of Slaanesh
Doombolt
Fleshy Curse
Gift of Chaos
Lash of Submission
Sensual Overload
She Who Thirsts
Warptime
Veteran Skils
Fanatical Devotion
Infiltrate
Move through Cover
Skilled Riders
Tank Hunters
Mutations
Daemonic Armor
Daemonic Flight
Daemonic Lethality
Daemonic Resilience
Daemonic Rune
Daemonic Stature
Daemonic Speed
Daemonic Talons
Daemonic Venom
Infernal Stature
Warp Aura
Wargear
Bionics
Bike
Combat Drugs
Frag Grenades
Fume Grenades
Jump Pack
Krak Grenades
Master-crafted Weapon
Melta Bomb
Terminator Armor
Daemonic Gifts
Blissgiver
Dark Blade
Duelist's Blade
Kai Gun
Lash of Torment
Vehicle Upgrades
Daemonic Possession
Dirge Caster
Dozer Blade
Mutated Hull
Pintle mounted CombiBolter
Pintle mounted CombiFlamer
Pintle mounted CombiMelta
Pintle mounted CombiPlasma
Searchlight
Smoke Launcher
Warp Siren
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![[Post New]](/s/i/i.gif) 2011/12/20 05:16:55
Subject: Emperor's Children Codex (Text not PDF)
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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5th Edition doesn't use the 4th edition armoury setup any more, each unit/model is given a very specific list of options and their points costs in it's entry.
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![[Post New]](/s/i/i.gif) 2011/12/20 05:48:59
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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Chrysis wrote:5th Edition doesn't use the 4th edition armoury setup any more, each unit/model is given a very specific list of options and their points costs in it's entry.
Kk. Oh well, I'll still have a big list of equipment with what it does and stuff and then, in each unit entry, I'll say what it can take and for what price. Thanks for the C&C.
Marks/Icons
Icon of Chaos-
This icon acts a massive, Immaterial beacon that can be used to guide any nearby entities utilizing warp travel.
If a squad deepstrikes within 6 inches of a squad with an Icon of Chaos or within 6 inches of a transport vehicle containing a squad with an Icon of Chaos, they don't scatter. Daemonettes, Fiends of Slaanesh and Daemonette Cavalry must deepstrike within 6 inches of an Icon of Chaos. If one is not available, they may not enter that turn.
Mark of Chaos-
Some heretics devote themselves fully to the cause of Chaos itself, instead of the whims of individual Daemons or Gods. Daemonic whisperings, subtle Immaterial influences and simple devotion can motivate them to fight on despite the odds against them.
Any squad with the Mark of Chaos gains fearlessness.
Mark of Slaanesh-
Followers of the Prince of Pleasure are often rewarded with enhanced senses to better enjoy and experience the world around them. They frequently use this in combat to help ambush and outmaneuver enemies in melee.
Any squad with the Mark of Slaanesh's initiative increases by 1 and it may reroll any failed morale checks.
Two Handed Ranged Weapons
Blastmaster-
The blastmaster is the largest and by far most powerful sonic weapon utilized by the Emperor's Children. Not only is it deadly in war, but it is also an amazing and overwhelming sensual experience for the wielder of such of a powerful weapon. Some of the more insane Traitor Legionnaires have been to known kill eachother other weapons as valuable as this.
Any model using a blastmaster may use ONE of the below attacks. Each attack represents different frequencies/songs being played.
Range 24'' --- Str:3 --- AP:6 --- Type: Heavy 1, Large Blast, Pinning
Range 36'' --- Str:5 --- AP:4 --- Type: Assault 2, Pinning
Range 48'' --- Str:9 --- AP:2 --- Type: Heavy 1, Lance, Pinning
Doomsiren
The Doomsiren is a complex arrangement of pipes and tubes that can be fitted onto an existing backpack. It amplifies the warcry of its wielder to lethal levels. Chaos Lords are especially privy to such weapons, as their orders can be heard across the entire battlefield.
Range-Template --- Str:6 --- AP:3 --- Type: Assault 2
Reaper Autocannon
Reapers Autocannons are ancient weapons from before the Heresy. Though less powerful than the standard Imperial Autocannons, they're still deadly efficient killing machines.
Range 36''--- Str:7 --- AP:4 --- Type: Heavy 2, Twin linked
Sonic Blaster
Though Sonic Blasters are the simplest sonic weapon utilized by the Emperor's Children, they are still quite lethal. Their devastating siren songs can pop eyeballs and burst blood vessels.
Range 30''--- Str:4 --- AP:6 --- Type: Assault 2
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This message was edited 2 times. Last update was at 2011/12/21 22:12:15
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![[Post New]](/s/i/i.gif) 2011/12/20 06:11:00
Subject: Emperor's Children Codex (Text not PDF)
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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What is the intent here? Modernising the 3.5 dex to 5th edition? Or just to provide more options to the 3.5 dex under 4th edition?
Also, I'd suspect that reprinting the stats in full for "standard" equipment is probably going to have the mods come down on you hard. Most people know the stats for things like a lascannon, so you don't really need to state it unless you've modified it.
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![[Post New]](/s/i/i.gif) 2011/12/21 22:43:30
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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Kk, I'll only include the stats for less well known/original equipment/options. The next part will have the stats for Chaos Lords and Sorcerer Lords. One Handed Ranged Weapons Sonic Pistol Sonic Pistols are compact weapons that 'fire' blaring, high pitched songs. Due to the sheer amount of power crushed into a tiny weapon, they sometimes risk overloading and blowing up their wielder. Only the most reckless Emperor's Children use them. The Sonic Pistol, like most sonic weapons, can be fired at different frequencies and used to create different songs. When shooting with it, choose one of the stats below. Range 12''--- Str:6 --- AP:3 --- Type: Pistol, Gets Hot! Range Template --- Str:3 --- AP:6 --- Type: Assault 1, Gets Hot! One Handed Melee Weapons Seismic Blade This strange blade emits a massive pulse of light and sound when it strikes flesh, making it a popular weapon among the Emperor's Children. The Seismic Blade acts as a normal close combat weapon, save that it raises it's wielder's strength by 1 and lowers any save against it by 1. For example, if a Chaos Space Marine attacks a Space Marine with it, the Chaos Space Marine's strength is raised to 5 and the Space Marine's save is lowered to 4+. Psychic Powers and Abilities Lash of Submission The psyker extends his arm towards the enemies, chanting long forgotten incantations and summoning on hideous creatures of the Immaterium. A wave of glittering, semitransparent tentacles extend from his palm and into the enemy, hurtling them across the battlefield. A psyker may use this power in the shooting phase instead of another weapon. Pick any non-vehicle unit visible to the psyker and with 24'', and then take a Psychic test in order to use the power. If the test is successful, the target is moved 2d6'' by the Chaos player. The move is not slowed by difficult terrain, but dangerous terrain tests are taken as normal. Victims may not be moved off the table, into impassable terrain or within 1'' of enemy models. After this, the affected unit must take a pinning test. Beam of Slaanesh Though most Emperor's Children favor blaring shouts, songs and screams as the ultimate sensual experience, some look towards the visual spectrum instead. Twin beams of dazzling lights explode from the psyker's eyes and into the terrified enemy. A psyker may use this power in the shooting phase instead of another weapon. A Psychic Test must be used in order to successfully use the power. Use the stats below for the power. Range 24''--- Str:4 --- AP: 6 --- Type: Assault 6, Pinning Fleshy Curse The psyker corrupts the victim's flesh by drawing on the power of the warp, at the cost of his own safety. A psyker may use this power in the assault phase instead of another weapon. A Psychic Test must be used in order to successfully use the power. Pick a model that the psyker is in melee with and a roll a D6. If the result is equal to or over the victim's toughness, roll on the table below. If it is less the victim's toughness, the power has no effect. 1&2-Instant Death-The victim may take an invulnerable save. If it fails, the victim is removed from the game regardless of how many wounds it had left. 3-Hideous Growths-The victim immediately becomes a Chaos Spawn on the psyker's side. No saves are allowed. 4-Backfire-The psyker is betrayed by the warp. The victim suffers from no effect. Roll a D6 on this table to determine what happens to the psyker. 5&6-Tendrils of the Warp-The victim experiences a Str 8, AP 2 attack. She Who Thirsts In one of the most daring spells, the psyker calls on Slaanesh herself to devour the very soul of the enemy before him. A psyker may use this power in the shooting phase instead of another weapon. A Psychic Test must be taken in order to successfully use this power. The psyker's leadership is at -2 for the purpose of this Psychic Test. Use the stats below for the power. Range 24''--- Str:10 --- AP:1 --- Type: Heavy 2 Sensual Overload The victim is blessed by the Prince of Pleasure with a horrifying onslaught of both pain and pleasure. A psyker may use this power in the shooting phase instead of another weapon. A Psychic Test must be taken in order to successfully use this power. Pick a unit within 16'' of the psyker. The unit must make a morale save at -2 Leadership. If they fail, they are unable to move, shoot or assault during the opponent's following turn. Warptime The psyker manipulates time itself to gain the advantage in the battle. This power is used at the start of the psyker's turn. A Psychic Test must be taken in order to successfully use this power. If successful, the psyker may reroll all rolls to hit and rolls to wound for the entirety of that player's turn. Veteran Skills Skilled Riders Via intense training or simple on-the-battle experience, the veteran has become in expert in mounted combat. See rulebook. Tank Hunters Some veterans have became adept at picking out the weak points in tanks and targeting them with ruthless efficiency. See rulebook. Fanatical Devotion Eventually veterans may become insanely devoted to their cause and can continue fighting furiously even when faced with seemingly lethal wounds. If brought to 0 wounds in a melee before its turn, the Veteran may still attack during its turn. After this attack he is removed from play. Mutations Daemonic Armor Sealed in a thick, warp spawned armor the Traitor Legionnaire is now an even better combatant than before. The recipient's armor save increases by 1, to a maximum of 2+. For example, if a Chaos Lord with power armor (3+ save) gains this mutation, he/she gains a 2+ save. Daemonic Resilience Mutations have rendered a formerly weak, mortal body extremely resilient. The recipient gains +1 wound. Warp Aura A hazy aura of swirling colors surrounds the warp blessed Traitor Legionnaire. Any enemy model within 3 inches of the recipient suffers from -2 leadership. The recipient gains a 5+ invulnerable save. Daemonic Flight Some especially favored Emperor's Children are granted with the gift of flight via wings or sorcery. The recipient moves as jump infantry. Daemonic Lethality Through the growth of additional limbs, sharp claws, tentacles, barbed tails or any other miscellaneous mutations the recipient of this gift gains increased combat prowess. The recipient gains +1 attack. Daemonic Stature Blessed by Daemons, a Champion balloons in size and strength. +1 Wound, +1 Toughness, +2 Strength are gained by the Recipient. In return, the Recipient's base size increases to 40mm. Infernal Stature Slaanesh herself awards a pathetic mortal a morsel of her attention, granting him or her reality defying power. +2 Wounds, +1 Toughness, +3 Strength are gained by the Recipient. In return, the Recipient's base size increases to 60mm. Daemonic Speed Via extra limbs, increased strength or raw sorcery the heretic's speed is greatly increased. The recipient moves as if it was cavalry. Daemonic Talons Hideous talons grow from the Champion's arms, capable of tearing even the strongest warriors to pieces. The recipient gains the "rending" special rule. Daemonic Venom Spines, talons, teeth and claws are infused with noxious, warp spawned venom. In melee, the recipient never wounds on less than a 4+. For example, if a Strength 5 Possessed Marine with this mutation is attacking a Toughness 7 Talos Pain Engine it wounds on a 4+. If he attacks a Toughness 4 Space Marine he stills wounds on a 3+. Wargear Fume Grenades Though the Emperor's Children greatly enjoy the nauseating odors of Fume Grenades, their less sensory obsessed enemies may feel otherwise. Regardless of who charges, during the first turn of any melee the victims of the Fume Grenades have -1 Initiative, to a minimum of 1. Combat Drugs One of the greatest gifts of Slaanesh is simple narcotics and stimulants. The unit has +1 WS and +2 Strength. At the end of each assault phase in which the bearer was involved in close combat roll a dice. On a roll of a 1 the bearer takes a wound with no armour or cover saves allowed.
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This message was edited 4 times. Last update was at 2011/12/22 01:16:02
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![[Post New]](/s/i/i.gif) 2011/12/22 00:50:01
Subject: Emperor's Children Codex (Text not PDF)
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Longtime Dakkanaut
Aizuwakamatsu, Fukushima, Japan
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A reasonable start, although I can see a few major issues.
Psychic Powers:
For a start, you don't need to mention the need to take a Psychic Test for each power. Taking a Psychic Test is part of the rules for using Psychic Powers, so you'd only need to mention it if they did not need a test.
Beam of Slannesh:
A pinning Storm Bolter with worse AP. Given how bad pinning is and the need to take a Psychic Test to use it, no one is going to actually realistically take this power over just firing a combi-bolter. You probably want to up the number of shots to Assault 6 to make the current stats attractive.
Fleshy Curse:
Do you mean instead of making normal attacks when you say instead of using another weapon? If so, then there is absolutely no reason to ever use this power as it has a 50% chance of doing either nothing or being actively harmful to you even assuming you can roll equal or over the opponents toughness (I assume 6 always succeeds as it does with all other similar powers). Even if it is in addition to normal attacks the near 0 chance of actually doing anything useful coupled with an almost equal chance of being detrimental will make it hideously unpopular. If you really want to use a table for it, reduce the negative options to at most 1 which should probably be "no effect". The low chance of actually getting to roll on the table should mean that you can be reasonably sure it will do something useful.
She Who Thirsts:
I understand the intent was to make it a risk, but I think it's gone too far. Assuming base leadership of 10 the psyker has a less than 50% chance to successfully cast, and a 50% chance when he fails to kill or maim himself. Also, what happens if you roll a backfire on the table? I'd recommend dropping the penalty (or at worst a -2) and making it a perils if you fail rather than a roll on the table.
Sensual Overload:
This is just a pinning test. Probably won't be much use because anything that close that you really want pinned is probably leadership 9/10 or Fearless.
Veteran Skills:
Both Skilled Rider and Tank Hunters are Universal Special Rules, so you should probably just use those instead of making your own versions. Especially for Tank Hunters, where you've actually made it worse due to Strength capping at 10.
Mutations:
Warp Aura: I assume you mean -2 Leadership. Even Friendly units suffer this?
Daemonic Flight: Should be either "becomes Jump Infantry" or "moves as Jump Infantry" depending on whether you still want him to be able to embark in transports, etc.
Wargear:
Combat Drugs: A 1 in 6 chance that the bearer straight up dies turn 1 is not worth +1 WS & S, no matter how cheap it is. I would personally make it something more along the lines of "At the end of each assault phase in which the bearer was involved in close combat roll a dice. On a roll of a 1 the bearer takes a wound with no armour or cover saves allowed." That guarantees you get the benefits at least once, and means that your Chaos Lord can survive multiple failures rather than immediately dying like a chump.
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This message was edited 1 time. Last update was at 2011/12/22 00:50:25
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![[Post New]](/s/i/i.gif) 2011/12/22 01:09:03
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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Daemonic Gifts
Blissgiver
The Blissgiver is the ultimate Daemon weapon utilized by acolytes of the Prince of Pleasure and its wielders are always greatly favored Champions. It appears as a long barbed whip, double edged sword or curved blade dripping with venom. The venom is in fact produced by a Daemon trapped inside. Though it has no effect on Slaanesh Worshippers, all others stabbed feel the greatest pleasure imaginable and fall into a deep, euphoric coma. Emperor's Children are loath to this, considering that they were some of the few entities in existence actually willing to die for such pleasure, yet they are the only ones denied it.
The Blissgiver is a power weapon that requires a Mark of Slaanesh two hands to use. It adds an extra D6 attacks and any wounds inflicted by the weapon cause Instant Death, regardless of how many wounds the victim has left. Any time the Champion wishes to use the Blissgiver he/she must succeed on a Leadership Test. If the Champion fails, he/she takes 1 wound. Invulnerable saves are allowed.
Dark Blade
This weapon is unique among the Emperor's Children's slew of Daemon Weapons in that it is dedicated to Slaanesh, but rather Chaos as a whole. It is possessed by a ravenous, bloodthirsty Daemon that is extremely powerful, but also privy to lashing out at its wielder.
The Dark Blade is a power weapon that requires two hands to use. It adds an extra D6 attacks and +2 Strength. Any time the Champion wishes to use the Dark Blade he/she must succeed on a Leadership Test at -2 Leadership. If the Champion fails, he/she take 1 wound. Invulnerable saves are allowed.
Duelist's Blade
One of the Chief Instruments in the corruption of the Emperor's Children was their perfectionism. It's distortion into an obsession with lethality and pleasure was the defining moment when the Legion's allegiance truly switched. A Duelist's Blade is a proud example of this perfectionism. The sword is possessed by an especially cunning Daemon of Slaanesh that telepathically communicates with its wielder, urging them to greater and greater heights at the cost of their health and sanity.
The Duelist's Blade is a power weapon that requires one hand to use. It adds an extra 3 attacks and +2 WS. Any time the Champion wishes to use the Duelist's Blade he/she must succeed on a Leadership Test. If the Champion fails, he/she must take 1 wound. Invulnerable saves are allowed.
Kai Gun
One of the only ranged Daemon Weapons, Kai Guns are rare and unique amongst the forces of Chaos. A Daemon serving Chaos undivided is trapped within this weapon. It feeds off it's wielder's hate and uses that energy to fire blasts of raw energy. Emperor's Children delight in the colorful explosions that result.
The Kai Gun acts as a standard ranged weapon. It does not require a Leadership Test. Use the stats below.
Range 18''--- Str:4 --- AP:3 --- Type: Assault 3
Lash of Torment
This unnatural, six headed whip writhes with a life of it's own. It resembles a bundle of pinkish tentacles fused at a sword hilt. Each tentacle is possessed by a different, primitive Daemon. Due to their low intelligence, they obey the orders of their wielder without complaint.
The Lash of Torment is a close combat weapon that requires one hand to use. It adds an extra d6 attacks. Anyone in melee with the wielder that is not on his side is at -1 A and -1 Leadership.
Vehicle Upgrades
Dirge Caster
A Dirge Cast constantly broadcasts a non-stop litany of the teachings of Chaos and Slaanesh.
All Emperor's Children within 6'' of the vehicle have fearlessness.
Mutated Hull
The hull is seething with Daemonic life, as shown by spikes, gargoyles deformed growths, tentacles and faces growing from the metal.
The vehicle's front, side and back armor values increase by 1.
Warp Siren
Massive audio systems constantly blare the disturbing siren songs of Slaanesh in their full, auditory glory.
All non-Emperor's Children within 12'' of the vehicle suffer from -1 Ld. All non-Emperor's Children with 6'' of the vehicle suffer from -3 Ld.
EDIT: Just saw your post Chrysis. I'll edit the previous stuff based on your suggestions. Also, non-Champions will still have access to a fair amount of stuff on the list. Like a squad of possessed will be able to pick up to 2 mutations (though the Stature ones aren't allowed).
Automatically Appended Next Post:
The Emperor's Children once had a complex hierarchy of various ranks and duties. As the Horus Heresy began, it quickly fell apart. The new rule was by the strongest. Anyone who could work their way to the top, via strength, cunning or ruthlessness, did so. These figures have a variety of self appointed titles and ranks, but are best known as Chaos Lords. The best and brightest Chaos Lords may rise even further to Daemon Princedom via gaining the favor (and gifts) of Chaos.
Chaos Lord-75 Points
WS:6 - BS:5 - S:4 - T:4 - W:3 - I:5 - A:3 - Ld:10 - Sv:3+
Unit Type: Infantry
Number/Squad: 1
Wargear: Power Armor, Bolt Pistol, Close Combat Weapon, Frag Grenades and Krak Grenades
Special Rules: Fearless, Independent Character
Options:
-May have Mark of Slaanesh for 5 points
-May have Icon of Chaos for 5 points
-May replace Bolt Pistol with one of the following:
---Plasma Pistol for 10 points
---Sonic Pistol for 15 Points
-May replace Close Combat Weapon with one of the following:
---Power Weapon for 15 points
---Powerfist for 20 points
---Seismic Blade for 10 points
---Single Lightning Claw for 25 points
---Pair of Lightning Claws for 30 points.
---Dark Blade for 10 points.
---Lash of Torment for 25 points
---Duelist's Blade for 35 points
---Blissgiver for 40 points
-May take one of the following;
---Bolter for 3 points
---Twin linked Bolter for 5 points
---Combi Weapon for 7 points.
---Sonic Blaster for 7 points
---Kai Gun for 15 points
May take any of the following
---Doomsiren for 20 points
---Melta Bombs for 5 points
---Personal Icon for 5 points
May take one of the following
---Jump Pack/Daemonic Flight for 15 points
---Bike for 30 points
---Mount of Slaanesh for 25 points
May take up to three of the following mutations (you cannot take both Daemonic Speed and a Jump Pack/Daemonic Flight)
---Daemonic Armor for 15 points
---Daemonic Lethality for 5 points
---Daemonic Resilience for 25 points
---Daemonic Stature for 40 points
---Daemonic Speed for 10 points
---Daemonic Talons for 20 points
---Daemonic Venom for 30 points
---Warp Aura for 15 points
May take up to two of the following veteran skills
---Skilled Rider for 5 points
---Tank Hunter for 10 points
---Fanatical Devotion for 7 points
May replace all wargear with Terminator armor, twin linked bolter and power weapon for 30 points. In this case you may only choose options from the following list and the Veteran's skill list.
-May have Mark of Slaanesh for 5 points
-May have Icon of Chaos for 5 points
-May replace twin-linked bolter with a Combi Weapon for 2 points
-May replace power weapon with
---Powerfist for 5 points
---Chainfist for 10 points
---Single lightning claw for 10 points
---Seismic Blade for -5 points
---Dark Blade for -5 points
---Lash of Torment for 10 points
---Duelist's Blade for 20 points
---Blissgiver for 40 points
-May replace power weapon and twin linked bolter with a pair of lightning claws for 10 points
-May take up to three of the following:
---Daemonic Lethality for 5 points
---Daemonic Resilience for 25 points
---Infernal Stature for 60 points
---Daemonic Speed for 12 points
---Daemonic Talons for 20 points
---Daemonic Venom for 30 points
---Warp Aura for 5 points
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This message was edited 7 times. Last update was at 2011/12/22 23:49:41
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![[Post New]](/s/i/i.gif) 2011/12/22 18:22:31
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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The most feared men of all the Emperor's Children are the Sorcerer Lords, blessed both in the Material and Immaterial realms. Capable of snapping an opponent's neck with either their bare hands or a simple thought and heavily favored by dark powers, they are always high priority targets on the battlefield. Even worse, many have been elevated to Daemon Princedom and hold sway over warbands of both Astartes and Daemons.
Sorcerer Lord-95 Points
WS:6 - BS:5 - S:4 - T:4 - W:3 - I:5 - A:3 - Ld:10 - Sv:3+
Unit Type: Infantry
Number/Squad: 1
Wargear: Power Armor, Bolt Pistol, Force Weapon, Frag Grenades and Krak Grenades
Special Rules: Fearless, Independent Character
Options:
-May have Mark of Slaanesh for 5 points
-May have Icon of Chaos for 5 points
-May replace Bolt Pistol with one of the following:
---Plasma Pistol for 10 points
---Sonic Pistol for 15 Points
-May replace Force Weapon with one of the following:
---Dark Blade for -5 points.
---Lash of Torment for 10 points
---Duelist's Blade for 20 points
---Blissgiver for 25 points
-May take one of the following;
---Bolter for 3 points
---Twin linked Bolter for 5 points
---Combi Weapon for 7 points.
---Sonic Blaster for 7 points
---Kai Gun for 15 points
May take any of the following
---Doomsiren for 20 points
---Melta Bombs for 5 points
May take one of the following
---Jump Pack/Daemonic Flight for 15 points
---Bike for 30 points
---Mount of Slaanesh for 25 points
May take up to four of the following (you cannot take both Daemonic Speed and a Jump Pack/Daemonic Flight)
---Daemonic Armor for 15 points
---Daemonic Lethality for 5 points
---Daemonic Resilience for 25 points
---Daemonic Stature for 40 points
---Daemonic Speed for 10 points
---Daemonic Talons for 20 points
---Daemonic Venom for 30 points
---Warp Aura for 15 points
Psychic Powers:
-A Sorcerer is a Psyker and must take either one or two of the psychic powers below regardless of wargear/mutations
---Beam of Slaanesh for 7 points
---Doombolt for 10 points
---Fleshy Curse for 12 points
---Gift of Chaos for 25 points
---Lash of Submission for 30 points
---Sensual Overload for 5 points
---She Who Thirsts for 25 points
---Warptime for 25 points
May take up to two of the following veteran skills
---Skilled Rider for 5 points
---Tank Hunter for 10 points
---Fanatical Devotion for 8 points
May replace all wargear with Terminator armor, twin linked bolter and force weapon for 30 points. In this case you may only choose options from the following list, the veteran skills list and from the psychic powers list.
-May have Mark of Slaanesh for 5 points
-May have Icon of Chaos for 5 points
-May replace twin-linked bolter with a Combi Weapon for 2 points
-May replace power weapon with
---Chainfist for 10 points
---Dark Blade for -5 points
---Lash of Torment for 10 points
---Duelist's Blade for 20 points
---Blissgiver for 25 points
-May replace power weapon and twin linked bolter with a pair of lightning claws for 10 points
-May take up to four of the following:
---Daemonic Lethality for 5 points
---Daemonic Resilience for 25 points
---Infernal Stature for 60 points
---Daemonic Speed for 12 points
---Daemonic Talons for 20 points
---Daemonic Venom for 30 points
---Warp Aura for 5 points
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This message was edited 3 times. Last update was at 2011/12/22 23:48:58
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![[Post New]](/s/i/i.gif) 2011/12/22 19:52:26
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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Though not yet strong enough to control their own warbands, Chaos Lieutenants still have major sway within the Emperor's Children and usually command small detachments of Astartes. They often aspire to leadership in the event that an unforntunate 'accident' should befall their master. Chaos Lieutenant-30 Points WS:5 - BS:4 - S:4 - T:4 - W:2 - I:5 - A:3 - Ld:10 - Sv:3+ Unit Type: Infantry Number/Squad: 1 Wargear: Power Armor, Bolt Pistol, Close Combat Weapon, Frag Grenades and Krak Grenades Special Rules: Independent Character Options: May have Mark of Slaanesh for 5 points May have Icon of Chaos for 5 points May replace Bolt Pistol with one of the following: ---Plasma Pistol for 10 points ---Sonic Pistol for 15 Points May replace Close Combat Weapon with one of the following: ---Power Weapon for 15 points ---Powerfist for 20 points ---Seismic Blade for 10 points ---Single Lightning Claw for 25 points ---Pair of Lightning Claws for 30 points. ---Dark Blade for 10 points. ---Lash of Torment for 25 points May take one of the following; ---Bolter for 3 points ---Twin linked Bolter for 5 points ---Combi Weapon for 7 points. ---Sonic Blaster for 7 points May take any of the following ---Doomsiren for 20 points ---Melta Bombs for 5 points ---Personal Icon for 5 points May take one of the following ---Jump Pack/Daemonic Flight for 15 points ---Bike for 30 points May take up to two of the following (you cannot take both Daemonic Speed and a Jump Pack/Daemonic Flight) ---Daemonic Armor for 15 points ---Daemonic Lethality for 5 points ---Daemonic Resilience for 25 points ---Daemonic Speed for 10 points ---Daemonic Talons for 20 points ---Daemonic Venom for 30 points May take one of the following Veteran Skills ---Skilled Rider for 5 points ---Tank Hunter for 10 points ---Fanatical Devotion for 7 points May replace all wargear with Terminator armor, twin linked bolter and power weapon for 30 points. In this case you may only choose options from the following list and the veteran skills list. May have Mark of Slaanesh for 5 points May have Icon of Chaos for 5 points May replace twin-linked bolter with a Combi Weapon for 2 points May replace power weapon with ---Powerfist for 5 points ---Chainfist for 10 points ---Single lightning claw for 10 points ---Seismic Blade for -5 points ---Dark Blade for -5 points ---Lash of Torment for 10 points May replace power weapon and twin linked bolter with a pair of lightning claws for 10 points May take up to two of the following: ---Daemonic Lethality for 5 points ---Daemonic Resilience for 25 points ---Daemonic Speed for 12 points ---Daemonic Talons for 20 points ---Daemonic Venom for 30 points More than anything else, Sorcerer Lieutenants have potential. They have high ranks and psychic abilities but lack the training and experience to truly utilize their powers. Their superiors view them with caution and distrust first and foremost. Sorcerer Lieutenants-30 Points WS:5 - BS:4 - S:4 - T:4 - W:2 - I:4 - A:2 - Ld:10 - Sv:3+ Unit Type: Infantry Number/Squad: 1 Wargear: Power Armor, Bolt Pistol, Force Weapon, Frag Grenades and Krak Grenades Special Rules: Independent Character Options: May have Mark of Slaanesh for 5 points May have Icon of Chaos for 5 points May replace Bolt Pistol with one of the following: ---Plasma Pistol for 10 points ---Sonic Pistol for 15 Points May replace Force Weapon with one of the following: ---Dark Blade for -5 points ---Lash of Torment for 10 points -May take one of the following; ---Bolter for 3 points ---Twin linked Bolter for 5 points ---Combi Weapon for 7 points. ---Sonic Blaster for 7 points May take any of the following ---Doomsiren for 20 points ---Melta Bombs for 5 points May take one of the following ---Jump Pack/Daemonic Flight for 15 points ---Bike for 30 points May take up to two of the following (you cannot take both Daemonic Speed and a Jump Pack/Daemonic Flight) ---Daemonic Armor for 15 points ---Daemonic Lethality for 5 points ---Daemonic Speed for 10 points ---Daemonic Talons for 20 points ---Daemonic Venom for 30 points Psychic Powers: -A Sorcerer is a Psyker and must take either one of the psychic powers below regardless of wargear/mutations ---Beam of Slaanesh for 7 points ---Doombolt for 10 points ---Fleshy Curse for 12 points ---Gift of Chaos for 25 points ---Lash of Submission for 30 points ---Sensual Overload for 5 points ---Warptime for 25 points May take one of the following Veteran Skills ---Skilled Rider for 5 points ---Tank Hunter for 10 points ---Fanatical Devotion for 7 points May replace all wargear with Terminator armor, twin linked bolter and force weapon for 30 points. In this case you may only choose options from the following list, the veteran skills list and from the psychic powers list. -May have Mark of Slaanesh for 5 points -May have Icon of Chaos for 5 points -May replace twin-linked bolter with a Combi Weapon for 2 points -May replace Force Weapon with ---Chainfist for 10 points ---Dark Blade for -5 points ---Lash of Torment for 10 points -May replace power weapon and twin linked bolter with a pair of lightning claws for 10 points -May take up to four of the following: ---Daemonic Lethality for 5 points ---Daemonic Speed for 12 points ---Daemonic Talons for 20 points ---Daemonic Venom for 30 points
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This message was edited 1 time. Last update was at 2011/12/22 23:48:33
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![[Post New]](/s/i/i.gif) 2011/12/23 20:54:14
Subject: Re:Emperor's Children Codex (Text not PDF)
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Mutated Chosen Chaos Marine
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These hideous, six limbed Daemons are created from raw pleasure and pain within the swirling currents of the Immaterium. Keepers of Secrets serve Slaanesh better than any other entity, representing her impulsiveness, selfishness, greed and obsession with excess. They go to battle only to feel the warm blood splash on their leathery hides and hear the dying screams of both enemies and allies.
Keeper of Secrets-180 points
WS:8 - BS:4 - S:6 - T:6 - W:4 - I:10 - A:6 - Ld:10 - Sv:4+
Unit Type: Monstrous Creature
Number/Squad: 1
Wargear: Daemonic Resilience (Included in profile), Daemonic Lethality (Included in profile) and Mark of Slaanesh (Included in Profile).
Special Rules: Independent Character, Fearlessness, Invulnerable, and Possession
Options:
May take up to two of the following mutations
---Daemonic Speed for 13 points
---Daemonic Talons for 30 points
---Daemonic Venom for 40 points
---Warp Aura for 10 points
May take up to two of the following Psychic Abilities
---Beam of Slaanesh for 7 points
---Doombolt for 10 points
---Fleshy Curse for 12 points
---Gift of Chaos for 25 points
---Lash of Submission for 30 points
---Sensual Overload for 5 points
---She Who Thirsts for 25 points
---Warptime for 40 points
Invulnerable: Keepers of Secrets are unnatural creatures, formed from Chaos itself and connected with the powers of Slaanesh. As such, they are very difficult destroy. Their 4+ save is an invulnerable save. The mutation Warp Aura has no effect on this save.
Possession: Due to their Immaterial nation, Keepers of Secrets must enter via the Possession special rule. First, use the Reserves Table as though they were deepstriking. On the turn that the Keeper of Secrets comes in, remove a Chaos Lord, Sorcerer Lord, Chaos Lieutenant, Sorcerer Lieutenant, Terminator Champion or Aspiring Champion and put the Keeper of Secrets in its place. You must choose which of the above it will enter through BEFORE the game begins and mark the model in some way. If the model dies before the Keeper of Secrets can enter, the Keeper of Secrets is assumed dead for the purpose of determining who won the game.
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