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Made in gb
Morphing Obliterator






I have thought of a few new rules for Chaos Cult units:



Noise Marines


Unit Points WS BS S T W I A LD SV
Noise Marine 125 4 4 4 4 1 5 1 9 3+
Noise Champion 4 4 4 4 1 5 2 10 3+

Unit – 4 Noise Marines and 1 Noise Champion. May add up to 15 Noise Marines for 23pts each.

Wargear – Bolt pistol, close combat weapon, frag/krak grenades, and sonic blasters
Special rules – Mark of Slaanesh (included in profile), Fearless, Harmonic Weaponry

Harmonic Weaponry

The weaponry used by the Noise Marines can vary wildly in its battlefield effect from merely causing the victim to suffer a slight nosebleed to shattering even the thick plates of terminator armour and pulping the vital organs of the occupant with waves of devastating harmonics.

To represent this, all noise marine sonic weaponry (sonic blasters, doom sirens and blastmasters) have a random AP of D6 when fired. Sonic Blasters have a +2 penalty to this roll and Doom Sirens a +1 penalty (i.e. if a 4 was rolled the sonic blasters AP would be 6 and the Doom Sirens’ 5). If the result of this roll including modifiers would be less than an AP of 6, treat it as an AP of ‘-‘.

The entire squad rolls their AP after the target is chosen but before any to hit rolls have been made (i.e. all sonic blasters, doom sirens and blastmasters in the squad will have the same AP before modifiers are applied).

All other rules for these weapons can be found in Codex Chaos Space Marines but disregard the Ignores Cover rule in favour of Harmonic Weaponry.

All weapon options for the Champion as per Codex Chaos Space Marines.

Two models in 10 may swap their sonic blaster for a blast master for +30pts.

Transport: The squad may have a rhino transport at the normal points cost.

Thousand Sons

Unit Points WS BS S T W I A LD SV
Thousand Son 152 4 4 4 4 1 4 1 9 3+/4++
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++

Unit – 1 Aspiring Sorceror + 4 Thousand Sons. May add up to 15 Thousand Sons for 23pts each.

Wargear – Thousand Sons – Boltguns
Aspiring Sorcerer – Bolt pistol, force weapon

Special rules – Slow and Purposeful, Mark of Tzeentch (included in profile), Fearless, The Sorcerer Commands, Inferno Bolts, All is Dust

The Sorceror Commands

Thousand Son units may run and fire Overwatch as long as their Aspiring Sorceror is alive (despite being Slow and Purposeful). If the Sorceror dies, then the Thousand Sons lose direction and may not run or fire Overwatch for the rest of the game.

All is Dust

The bodies of the Thousand Sons were forever changed by the chaotic energies of the Rubric of Ahriman. Now merely handfuls of dust trapped inside suits of armour for all eternity, the so called Rubric marines are incredibly difficult to destroy. To represent this, all attacks from shooting or close combat have one less point of strength than usual against Thousand Sons, for example a Boltgun would be strength 3 instead of strength 4.

Inferno Bolts

The Thousand Sons use bolts inscribed with runes of sorcerous power that burst into flame as they leave the weapon, leaving a trail of sorcerous fire behind them as they travel towards their target. This effect makes them incredibly accurate, even by the standards of the Astartes. Any unit of Thousand Sons may re-roll to hit when firing their boltguns and bolt pistols. In addition, all Thousand Sons shooting attacks from bolt weapons are AP3.

Character, wargear and transport options can be found in Codex Chaos Space Marines.


Khorne Berzerkers

Unit Points WS BS S T W I A LD SV
Khorne Berzerker 115 5 4 4 4 1 4 2 9 3+
Skull Champion 5 4 4 4 1 4 3 10 3+

Unit – 1 Skull Champion & 4 Khorne Berzerkers. May add up to 15 Berzerkers for 21pts each.

All Wargear & Options are as per Codex Chaos Space Marines.

Special Rules – Furious Charge, Fearless, Mark of Khorne, Blood Rage,

Blood Rage

Khorne Berzerkers are in a permanent state of rage and blood lust, desiring nothing more than the violent death of their foes. Khorne Berzerker units must move towards the closest enemy every turn and assault if they can (this still applies if the unit is in a vehicle or if the Berzerkers are unable to hurt the target). Units of Khorne Berzerkers also count as having the Rage rule from the Warhammer 40,000 rulebook and may make an assault move after running.

In assault, for every wound inflicted by the enemy that is saved by the Berzerkers’ armour, the model in question may make an additional attack at their normal WS and strength values and using any weapons they possess as the blows of their enemy only serve to enrage the Berzerkers even further. These attacks are made at the Initiative 1 step. Note that no extra attacks are gained if the enemy attacks miss or hit but fail to wound.


Plague Marines

Unit Points WS BS S T W I A LD SV
Plague Marine 125 4 4 4 5 1 3 1 9 3+
Plague Champion 4 4 4 5 1 3 2 10 3+

Unit – 1 Plague Champion & 4 Plague Marines. May add up to 15 Plague Marines for 23pts each.

All Wargear & Options are as per Codex Chaos Space Marines.

Special Rules – Fearless, Feel No Pain, Mark of Nurgle, Miasma of Pestilence

Miasma of Pestilence

Death surrounds the Plague Marines like a shroud, slowing the reactions of enemies as they attempt to move through it and gradually corrupting their bodies from the inside out. Any unit wishing to assault the Plague Marines may be forced to re-roll their assault distance if the Chaos player wishes it. If the assaulting unit has the Fleet special rule or is using a jump pack to make their assault move, the two rules cancel each other out and the assault move is rolled for as normal with no re-rolls from either side.

This message was edited 2 times. Last update was at 2013/11/06 13:00:16


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
 
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