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Made in ca
Gibbering Horde of Chaos






I don't normally bother posting to sites like this, but I'd like a little bit of feedback on some of the ideas I had, even though I've been playing them with my friends for a while.

I was convinced to get into warhammer 40k by a couple friends over a year ago, and after looking at all of the available options, couldn't find a single army I actually enjoyed the fluff of, nor the way the rules worked together. Well, I figure I'm a pretty creative guy, so what did I do? I decided to make my own. Now after discussing it with my friends, and getting a boat-load of constructive criticism, I've pretty much come near to completion of my own codex. Most of the ideas or rules have come from different interpretations of rules from other armies, and individual models start with a lot of the same stats from SOMETHING, but nothing survives unchanged, and I'd like some opinions and feedback about this, before I post the full army codex, in it's entirety.

And so over the next few days/weeks I'll be giving you guys a taste of them, and eventually I'll post the entire codex, with pictures, so people will be able to make their own, should they chose to.

I'll just start with a small portion of fluff.

Codex Chaos-Mutants

(Necrynids)

This is a compilation of many different mutated things thrown out of the warp by the end of the 42nd millenium, however of them, there is one horrid monstrosity that was borne of chaos that has managed to take on a life of it's own. The Necrynid. They originally began from a mad Apothecary of the Emperors Children, who wanted to see just what would happen to varius Xenos species when infused with Astartes Geneseed. The transfers were almost exclusively abyssmal failures, save one. The Tyranid tissues adapted to the Astartes geneseed, but produced an almost humanoid variation of them, and in the process, the enhanced intelligence of individual organisms destroyed the sympathetic bond they shared, that created the amalgam of thoughts known as the Tyranid Overmind. In it's place came the Weft-Borne. Singular beings that bore the combined genetic memories of the tyranids, but with individualistic thoughts, and feelings about how those memories should best be used.

These mutated things were but an important step in the creation of the Necrynid threat, for it was during the experiments conducted on such a far-flung world of the Emperium that there was introduced the secondary component of their existance. The Necrons. Machine intelligence came from the skies, attempting to obliterate the horrible things and pseudo-life that filled the world as a plague. The Necrons were swarmed, but proved relentless in their pursuit of utter annihilation of every once-living thing. They would have succeeded as well, had not the mad Apothecary called upon the powers of Chaos in such a way as to tear a hole in the very essence of reality. The necron threat was plunged into the warp, along with the newborne Tyranid-Astartes Hybrids, as well as the entire planet itself.

Adrift upon the winds of Chaos, uncounted thousands of the necron warriors and machine-like things were fused with the flesh of the Weft-Borne. Most died, and horribly, but a tiny few survived. Somehow, at the basest of levels, nerves fused with circuitry, bones with steel rods, porus chitin fused with ceramite armor, individual cells fused with inorganic matter, and in the depths of Chaos, the Necrynid were born.

There they would have remained though, save for the gaping hole in reality through which they had arrived. Nature abhors a vacuum and strove to fill that empty space. Eventually the planet upon which they had been crafted returned, though it was wholly different after over a thousand years within the belly of warp-space. The planet was now the only home the newborne race had ever known. Tiny machines more virus than robot were most of what had survived the difficult transition, this new Viro-Tech became the very basis of all Necrynid life. It ate constantly, converting everything around it to more of the same, replicating itself trillions of times, creating a stable bio-matrix which would support it, till it covered the entire planet in a living pool of red liquid. This Neo-Plasm was k,nown as Metal Mud, and resembled nothing so much as billions of tonnes of animate semi-solid blood.

Each particle of Metal Mud was it's own living breathing warp-alkigned entity, and though small and insignifigant on it's own, in such massive numbers, they could complete the summoning of their brood-kin, the living necrynid warriors and weft-borne, the daemon-kin that harbored such ill-will to all existence. Soon the cybornetic freaks returned from the Warp, along with their newly-formed world, Weird amalgums of metal and flesh, combinations of war-machines and biological horrors, intelligence, mallicious, and keyed for wanton destruction, the Necrynids built vessels to carry them through space, to other worlds their genetic imperitive told them existed. Worlds the Tyranid threat had already cleansed of life, but retained the basic building-blocks of technology still. Worlds the Necron menace had demolished, but still retained some hint of life. And the thriving worlds of the imperium, memories culled from their Astartes Geneseed, worlds ripe for the taking.

They would leave this one tiny island, and take their rightful place of fear in the hearts of all.

This message was edited 2 times. Last update was at 2012/08/10 07:51:00


 
   
Made in us
Dark Angels Librarian with Book of Secrets






So, what are the pieces you picked and chose for this army? I'm pretty sure, like many homebrew codexes, that the work you will put into this would equal the amount of work you could have put into building an army that works feon thw closest codex to your liking...
   
Made in gb
Lord of the Fleet






London

I like the fluff, but you need to approach this with a different angle to "Imperium-forced Necron/Tyranid breeding"
   
Made in ca
Gibbering Horde of Chaos






Point of clarification, not imperium-forced. Emperors Children AFTER the Heresy, so Chaos Space Marines, And it was genetic experiments only on Tyranids, the Necron-fusion was pure Warp Chaos shoving things together.


One thing to mention about my army, is that it has one major weakness, and that's the fact that if you kill all the HQ's the army has, it has to leave the field immediately. To off-set this, I have a system set-up, where many of the character-upgrades can become defacto HQ's if all other HQ's have died. HOWEVER, they are required to make a psychic-test, and if they fail, they die, and you have to keep trying. This rule is Called Psychic-Leader

Now one of the common rules I've designed for this army is what I call a Factory-Unit. Soemtimes an HQ, sometimes just a Character-Upgrade to an existing squad, that will have the Living-Factory rule.

For any model (friend or foe) that dies as a result of a wound inflicted by either the living-factory model or a unit they began the game in coherency with, as well as any model of that unit that dies, is "eaten" by the living-factory model. For each model eaten, roll a D6 and on roll of a 5+ a single model is placed in reserve. The model placed in reserve is of the type the living factory produces. Once there is the minimum requirement to be unit of those models, these reserve troops may deep-strike only within 6 inches of another factory unit, and if they do so, do not scatter. If they cannot be placed within 6" of another Factory-Unit, they enter the table as normal reserves, and may Deep-Strike if they have the Deep-Strike Universal Rule.


In essence basically the Necrynids aren't all that picky about what they eat. If a unit dies, they'll use it as meat to make more. I've tried many variations of this rule, from distance from the factory-unit, to just their own unit, to just the enemy unit, and have found this to be the best middle-ground.

Also many of my squads can align themselves to different factions (Similiar to the marks and icons of Chaos Space Marines) Those that do, will say-so in their Codex-Entry.

Blessing/Trappings

Kuronyr +1 Strength (Is applied after bonuses for weapons) 20 points

Akaruj +1 Attack 30 points

Mido'Ryver +1 Toughness 50 points

Shyroblan +1 Invulnerable Save (Maximum of 2+; 5+ if none already) 40 points

O'ibelu Succeed Deny the Witch rolls on a 4+ instead of 6 only. 10 points
May Also be used against Force Weapons.

Blessings would only effect a single model, Trappings will effect the entire unit.



These are some Examples of troops that would use those two rules.


Necrynid Rager 6 0 4 4 1 6 2 0 5+ Fleet; Reaper Talons; Rage
Infantry - Troop 16 5-20 Fear; Adamantium Grafts;
Upgrades: Infused Chitin (4 points per Model); Ingester (44 points; 1 ONLY); Trappings (10-50 depending
on Type); Furious Charge (3 points per model.)

Necrynid Ingester 7 5 5 4 3 7 4 9 4+ Fleet; Furious Charge; Mana-Disrupter;
Infantry - Troop 60 N/A Living-Factory: Psychic-Leader;
Living-Factory - (Produces Phyrexian Rager) Reaper Talons; Fear; Infused Chitin;
Upgrades: Psyker (Psychic Mastery 1) Takes Essence Drain and Strength of Ages (15 points); Replace
Strength of Ages with Strength of Aeons (5 points); Replace Essence Drain with Magnetic
Attraction (10 points);

I'll get into the explaination of all the specific psychic powers and things like that shortly, but one thing at a time.

Adamantium Grafts - 5+ Armor save.
Infused Chitin - 4+ Armor Save
Reaper Talons - Melee weapon with Rending specialty rule.
Mana-Disrupter - Ranged Weapon with the following profile. Range-24" Strength-4 AP-5 Rapid-Fire; Mana

The Mana-Quality is only effective against vehicles, as when you roll armor-penetration, if you get a 6, you would roll an additional d6 and add it to the total. Little better than rending on vehicles, but not quite broken.

The other basic squad I use is the following.

Flesh Render 3 5 4 4 1 2 1 0 4+ Mana-Disrupter; Infused Chitin;
Infantry - Troop 13 5-20
Upgrades Bayon-Axe (5 points per model); Mana-Oscilator (12 points; Max 1; 2 if a unit of 20); Trappings
(10-50 depending on Type); Entire Squad May replace Mana-Disrupter with Deflected Mana-Disrupter
for free; Necrynid Digester (47 points; 1 ONLY)

Necrynid Digester 3 6 4 5 3 2 2 9 3+ Psychic-Leader; Living Factory;
Infantry - Troop 60 N/A Mana-Cannon; Bloodsteel Shell;
Living-Factory - (Produces Flesh-Render)
Upgrades May replace Mana-Cannon with Aether-Syphon (10 points).


Bayon-Axe - Allows a non-pistol ranged weapon to count as a melee weapon for determining model attacks, and so gives the model +1 attack.
Mana-Oscilator - Is a ranged weapon with the following profile. Range-24" Strength-5 AP-4 Heavy 2; Mana
Deflected Mana-Disrupter - Is a ranged weapon with the following profile. Range-24" Strength -3 AP-6 Assault 3; Mana
Mana-Cannon - Is a ranged weapon with the following profile. Range-36" Strength-6 AP-4 Assault 2; Mana
Bloodsteel Shell - 3+ Armor save.
Aether-Syphon - Is a ranged weapon with the following profile. Range-18" Strength-8 AP-2 Heavy 2; Aether

The Aether Quality is only effective against troops, as when a model dies because of it, place the small blast template centred over the model, and any models under the template take a Strength-5 AP-4 hit with the Ignores Cover specialty rule.


I'll explain the psychic powers eventually, but like I said, I'll get to that over time. When I have a better camera I'll showcase some of the models I've made for each of these.

   
Made in ca
Gibbering Horde of Chaos






As Promised, I'll be detailing the psychic powers that I had mentioned previously.

The Necrynid Ingester CAN gain psychic mastery 1, for an additional 15 points. He would come with 2 psychic powers, and may use either one of them, but only one per turn. They may chose to replace those powers with powers from the main 40k rulebook, and if they do, they chose 2 from either Telekinesis, Divination or Biomancy

Essence Drain (Divination) Range - 18" Str -/ AP -/ Special Warp Charge: 1

Enemy units in range of the psyker take a -1 to any leadership rolls. (Cumulative)

Strength of Ages (Biomancy) Range - 24" Str -/ AP -/ Special Warp Charge: 1

Target friendly model gains the Feel No Pain Specialty Rule till the beginning of your next turn.

If you want to you can replace the Strength of Ages power, for the Strength of Aeons power, which costs 5 points.

Strength of Aeons (Biomancy) Range - 24" Str -/ AP -/ Special Warp Charge: 1
(15 Points)
Target friendly model gains the Fleshbane rule for any wounds dealt in close-combat till the beginning of your next turn.

And the Essence Drain can be replaced with Magnetic Attraction for 10 points.


Magnetic Attraction (Telekinesis) Range - 30" Str -/ AP -/ Warp Charge: 1
(25 points)
Target Enemy Unit makes an strength test, and take -1 to the roll. If they fail, every model in that unit must move their maximum
move, and must run during their shooting phase towards the psyker, in as direct a path as possible, ignoring only impassable
terrain, and enemy models. The unit may still shoot BEFORE running, however any shots are resolved at Ballistics Skill 2, and
the unit will count as having remained stationary. The unit may not assault this turn, and get an automatic maximum on their run
move. Use this power only before the unit moves on their own turn.


So any thoughts?
   
Made in ca
Regular Dakkanaut





Arthur and I are in the same wargaming group and I play against his homebrew army on roughly weekly basis and I'm finding it to be very balanced at this point, the close combat troops can be shot down at long range and are scary up close, the shooty troops are nice and squishy in close combat but keep vehicles that you have become attached to away from them.

I'm sure he will eventually post the rules for the HQ and Elite options he has made and I suggest that every one give this a read as this is the best home brew set of rules I have seen so far.
   
Made in ca
Gibbering Horde of Chaos






I will, but I'm busy at the moment. I'll be listing information for the hq's and elites in my next post when I get the chance, but that'll only be after the weekend.
   
Made in ca
Gibbering Horde of Chaos






Well time for another update on rules for Codex - Chaos Mutants (Necrynids).

As requested, I'll start in on the HQ's, because there are a lot of special rules here.

1) While you have an active HQ on the field, all friendly models on the table are counted as having the Fearless special rule.

2) At the end of any phase of any player's turn in which you have no HQ currently present on the field, you must chose one of your models with the Psychic-Leader special rule. This model must take a Leadership Test. If they pass, this model is now counted as being the HQ of the army. If they fail, that model is removed as a casualty, then at the end of the next phase choose another model, and repeat the process.

3) If at the beginning of your own movement phase you have no HQ, ALL your models must move as far as they possibly can towards your own table-edge, running if possible. Any models leaving the table are removed as casualties.

4) At the end of any phase in which you have no HQ on the field, AND you have no remaining models with the Psychic-Leader specialty Rule, then your entire army is removed from the field. These do NOT count as casualties or grant your opponent victory points.

5) Killing the last model with the Psychic-Leader specialty rule (Once all HQ's have been removed) will award one additional victory point to the opponent.


Other than Specialty Independant Character models, there are NO dedicated HQ models in my Codex, nor will there be any. All my "Generic" HQ's can be fielded (although not necessarily the same stats) in some other manner.

For example, the Necrynid Ingester and Necrynid Digester Factory-Units that I've outlined previously are capable of being fielded as HQ's as well, however, when you chose to do so, the rules are a little different.


Necrynid Ingester 7 5 5 4 3 7 4 9 4+ /5+(Inv)
Infantry - HQ 85 1
Living-Factory - (Produces Phyrexian Rager)

Fleet; Furious Charge; Living Factory; Twin-Linked Mana Oscilator; Psychic-Leader; Daemon-Kin; Reaper Talons; Powerstone Field; Infused Chitin;


Upgrades Personal Blesing (5 points); May Replace Reaper Talons with Mana-Blade (10 points); Psyker
(Psychic Mastery 1) Takes Essence Drain and Strength of Ages (15 points); Replace
Strength of Ages with Strength of Aeons (5 points); Replace Essence Drain with Magnetic
Attraction (10 points);


Necrynid Digester 3 6 4 5 3 2 2 9 3+ /5+(Inv)
Infantry - HQ 85 1
Living-Factory - (Produces Flesh-Render)

Psychic-Leader; Living Factory; Relentless; Heavy Mana-Cannon; Daemon-Kin; Reaper Talons; Bloodsteel Shell;

Upgrades Personal Blessing (5 Points); May Replace Reaper Talons with Mana-Blade (10 points)


As you can see, the point-costs are different, but also they have a little more flexibility in terms of equipment, and also have the Daemon-Kin specialty Rule, which basically grants them the Daemon specialty rule (5+ invulnerable save, and Fear)

I'll shortly list the entirety of all the HQ's I have, but I'm still cleaning up a bit of this, and I haven't actually received a lot of feedback, which is one of the reasons why I'm not replying and posting often. Anyways, if anyone has any suggestions, feel free!
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

Whilst this sounds really good, i feel your cramming alot of rules into one army.

They get the Necron saves and magical weapons and tech.
They get the Tyranids Close Combat Rending and Tervigon abilities.
They get Pyscic powers of sorts
They now get Daemon rules too???

Do they get ATSKNF as well ^^?

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in ca
Gibbering Horde of Chaos






Actually it's not like that. They don't ALL get any particular ability.

The whole factory-unit concept was actually designed as a combination between the tervigon, and the reanimation protocol special abilities. It's not quite as good as the tervigon, because it doesn't just produce them automatically. I actually have to kill stuff (Or have my own units die) to be able to pull off the creation of new units.

In terms of saves, I have a variety of saves, everything from 2+ to 6+.

It's only that you have a little more diversity, because I have specialists. Specific troops that are only good at one thing, and do it well. So if you want to make your army out of lots of shooting, you can, if you instead want to be close combat, you can do that too, but not at the same time, or at least, not effectively at the same time.

They aren't daemons entirely, but there are a couple of daemons in there, (The HQ units) because it's just like the summoned daemons in Chaos Space-Marine, except in space-marine, the demons are the cannon-fodder, in here they are the leaders. Basically it's a reason/excuse to give them invulnerable saves, but it makes sense, that in order to control the mutants, it takes a daemon.


And they don't get and they shall know no fear, but they are fearless.



   
Made in ca
Gibbering Horde of Chaos






Okay, now that I finally have a few minutes free, I'll be posting a few of my Elite choices.

My most commonly used Elite currently is the Necrynid Crusader.

Necrynid Crusader 5 3 4(6) 4 1 4 2 0 3+/5+(Inv)
Infantry - Elite Pts. Per M. 35 3-10
Invulnerable save 5+; Mana-Blade; Mana-Oscilator; Daemonic Presence; Daemon-Kin; Bloodsteel Shell;


Upgrades: Crusader Captain (20 points, Max 1 per Unit); Mana-Blaster (15 points, Max 1 per Unit);
Mana-Syphon (5 points, Max 1 per Unit); Trial by Error (10 points per model); Twin-linked
Mana-Oscilator (5 points per model); Trappings (10-50 depending on Type); Close-Combat
Specialist Entire unit May replace ALL ranged-attacks with additional close-combat weapon
for free; Replace Mana-Blade with Two Lightning claws (15 points per model)

Clarification - Daemonic Presence gives them the Deep-Strike Specialty Rule.

Clarification - Daemon-Kin gives them the Daemon specialty rule, 5+ Invulnerable Save; and Fear;

Clarification - Trial By Error gives the model 1 additional Wound.

Clarification - Mana-Blade counts as a power weapon with the following profile. +2 Strength; AP - 4; and the Two-Handed, and Armour Bane Specialty Rules.

Clarification - Mana-Blaster is a Ranged Weapon with the following profile. Range - 24"; Strength - 5; AP - 3; Assault 2; Mana

Clarification - Mana-Syphon is a Ranged Weapon with the following profile. Tange - Temp; Strength - 5; AP - 4; Mana

Clarification - Bloodsteel Shell gives a 3+ Armor save.


Crusader Captain 5 3 4(6) 4 1 4 2 0 3+/5+(Inv)
Infantry - Elite Prs. Per M. 55 N/A

Invulnerable save 5+; Mana-Blade; Mana-Oscilator; Daemonic Presence; Daemon-Kin; Bloodsteel Shell; Crusader; Powerstone Field; Trial By Error (Included in profile);

Upgrades: Mana-Blaster (15 points); Mana-Syphon (5 points); Twin-linked Mana-Oscilator (5 points);
Close-Combat Specialist (May replace ALL ranged-attacks with additional close-combat
weapon for free, only if entire squad does); Replace Mana-Blade with Two Lightning claws
(15 points); Bloodsteel Plating (10 points);


Clarification - Bloodsteel Plating gives a 2+ Armor Save.

As you can see, they are kind of like a Terminator, but faster, and more lightly armoured, but naturally tougher.


The other Elite Choice I use often is a long-range psyker.


Necrynid Ghoul 4 4 4(6) 4 2 2 2 9 2+
Infantry - Elite Pts. Per M. 70 1-3


Mana-Blade; Powerstone Field; Fearless; Slow-And-Purposeful; Relentless; Psyker; Daemonic Prescence; Fear; Brotherhood; of Psykers; Bloosteel Plating;

Upgrades Personal Blessing (5 points); Upgrade one member to Pariah Ghoul (20 points)


Pariah Ghoul 4 4 4(6) 4 3 2 3 10 2+/5+(Inv)
Infantry - Elite Pts. Per M. 90 1-3

Mana-Blade; Powerstone Field; Fearless; Slow-And-Purposeful; Relentless; Psyker; Psychic Mastery 2; Daemonic Prescence; Daemon-Kin; Psychic-Leader; Bloodsteel Plating

Upgrades Personal Blessing (5 points); May replace Mana-Blade with Force-Stave (10 Points);

Necrynid Ghoul and Pariah Ghoul may use the Summon Wargear psychic power to summon one of the following:

Focused Mana-Cannon (Range - 48"; Strength - 7; AP - 1; Heavy 2; Mana)
Aether-Syphon (Range - 18"; Strength - 8; AP - 2; Heavy 1; Aether)
Mana-Cannon
Twin-Linked Mana-Blaster
Twin-Linked Aether Wave (Range - 12; Strength - 8; AP - 2; Heavy 2; Aether)
Twin-Linked Mana-Syphon

This power CANNOT be replaced with a power from the base Warhammer 40k selection of powers.


Summon Wargear (Telekinesis) Warp Charge: 0
(N/A)
List of wargear to summon will appear in model's profile. Used at the beginning of any phase. Lasts till the beginning of your next turn.


Any other powers these units want, would have to be purchased from the list of powers I've created for my Codex. At the appropriate points. They may only take those from certain schools though, those being Pyromancy; Divination; and Telekinesis.

These were insipred by the Chaos Space Marine Obliterators, but they have a different load-out of special weapons they can take. Also being psykers, they may fail their psychic test, and not be able to shoot anything at all, and don't automatically get an invulnerable save, although they may take one with their 5-point blessing.


I'm hoping to actually have soe pictures up in my gallery soon, once I get a better camera. Hopefully I'll be able to borrow one this week to show you some of the models I've made.

Till then, again, feedback always welcome!
   
Made in au
Giggling Nurgling




The Bottomless Pit

Sounds like you put a tone of effort into puting this together. My only problem is that there is only really one type of mutant that you have told us about so far. I think that there should be allot more differnet kinds, eg:
-crazy servitor hybrids
-basic human/xenos
-maybe even some beastmen seeing as they were mentioned in the chaos marine codex

Also, there is a mad scientist chaos lord called Fabius Bile, he was part of the emperors children and he's all about mutants and experimenting with people.

Apart from that i think you have done an awesome job and i cant wait to see the pictures.

This message was edited 1 time. Last update was at 2012/08/22 06:16:22


Destroy, for the sake of Destruction
Kill, for the sake of Killing
Spread Warp-disease, for the sake of creating Zombies  
   
Made in ca
Gibbering Horde of Chaos






Well thanks for the cudos. And yeah, I'm planning on working on other mutant factions eventually, but that's way more work than I'm willing to get into just yet, lol. It's a work in progress.

And thanks for the name, I knew there was one, but couldn't remember the name Fabius Bile, thanks.

Also I hadn't thought of the beastmen yet, that's a good idea.
   
 
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