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Made in gb
Drew_Riggio





Sheffield

Greetings ladies and gentlemen . I am aware of that this topic was probably discussed many times but there is something that still irks me. Yes Chaos is my most favourite thing about warhammer 40k but I will try not to make it overpowered or anything like that.

What bothers me about chaos is amount of factions related to them right now, only 2, while empire have 6 factions if you include Knights and Militarium tempestus ( wtf is this crap?) 8 factions. I know the empire is best selling army, but according to lore there should be at least 4 chaos armies.
So what I am proposing is addition of two new armies. Damned Legions (lost and damned) and Dark Mechanicus, and some re-arrangement in current CSM army.


CHAOS SPACE MARIENS
Proposed changes:
- Forgefiends, Maulfiends and Helldrakes are now moved to the Dark Mechanicus army.
- Hell blades, Hell Talons and deceminator engines are now in normal set of rules.
- Hell Brutes are now Monstrous Creature, chaos Dredonaught comes back as vehicle. They have same war gear options and very similar statistics but I find it hard to believe that HB are still vehicles.
- Predators now may use Hades Autocannos, Plasma Cannons and belflamers. They may be also suited now with demon forge.
- CSM now have land speeders and whirlwinds.
- New HQ choice Black Apothecaries.
- GW Now also includes occasional corrupted sisters of battle.


DARK MECHANICUS.

Army composed mostly of vehicles, demon engines and few in numbers infantry. Some HQ units are eligible to use weapons of other factions.
Army and wargear composition proposal:

WARGEAR
-Callophean Psy-Engine. Rare weapon that allows user to, channel raw warp energies. It has three settings. Blast, Beam or Wave. User always must to wear Immateria ward. ( profile will be included later)
- Immateria ward. Grands user deny the with 4+ save and allows to re-roll failed deny the witch test with 6+.
- The Forever Strain: +40 pts. The Dark Magus has treated his cells with a forbidden process that causes them to reproduce at an incredibly rapid rate, repairing damage as quickly as it is inflicted. The Forever Strain grants Feel No Pain, It Will Not Die, and Eternal Warrior
- Web Guns. Web guns or webbers are used to slowdown and catch new slaves, it also found some uses on battlefield. This weapon is using Flame thrower template. Hit Units treat every terrain as difficult and are unable to run or charge in next two turns. Jump units must take Lethal Terrain Test on starting and landing.



HQ:
Dark Magos.
WS BS S T W I A LD Sv
4 5 3 3 3 3 2 8 3+/5++
Wargear: power armour, power axe, bolt pistol, mechatendrils, refractor field, frag and krak grenades

Special rules: Independent Character, Master of Mechanisms (same as Warpsmith)
May Take one of three technology specialisations. : Bionics, Empyrean Forging and Achaeotech


TROOPS:
- Cultists. Now eligible to use granades and new gear.
Death packs, allows cultists to commit suicide dealing damage in range of small blast template. All units under template are affected. These cultists are now eligible to use plasma guns as well.
WS BS S T W I A LD Sv
4 3 4 4 1 3 1 7 6+
Equipment: Boltguns or close combat weapons and Bolt pistols.
They can’t have any leader or grenades.
Unit size: 5-15
Additional gear: Up to two special weapons or heavy weapons. Dark Armours ( improve Sv to 4+)
If warlord lore is chosen Bionics gholams might additionally choose one Genetic Enchantment.


ELITES:
- Mutilators (as they are)
- Obliterators ( as they are but moved to elites from heavy support)
- Maltek Stalkers cult

In a nutshell these are quite similar to the chaos space marines but are slaves to Hereteks. These are actually quite similar to the chosen CSM, but are unable to use heavy weapons.
WS BS S T W I A LD Sv
4 4 4 4 2 3 2 9 3+
Equipment: Storm bolters, close combat weapon frag and krak grenades.
Unit size:3 – 10
Additional gear Up to five: combi weapons as flamers, melta, plasma. One of the standard chaos icons and marks. Unit may take shrouded special rule and infiltration. Each model may exchange their close combat weapons for power weapon.
Special rules: It will not die,
- Bronze malefict.

Unit quite similar to chaos spawn but moved to the Elite and given heavier damage. Somehow it’s like cheaper version of mutilators but weaker. This could be a beast type unit.
WS BS S T W I A LD Sv
4 2 5 5 4 3 1+D6 10 3+

Equipment: Storm bolters.
Additional gear: One of malefict may swap bolter for combi-flamer bolter.
Unit size: 1-3
Special rules: Fearless, Feel no pain, Demon, It will not die
Every time they attack, player have to roll a dice for number of attacks and then for weapons
they will use.

1- Close combat weapons
2- Chain axes
3- Power Swords
4- Power Mauls
5- Power Axes
6- Chain Fists
OR Give them six lighting claws but still still with random attack count.

So that would be it for now, later I will add some more concepts and I might include your propositions as well.

HEAVY SUPPORT
Death Wheel 235 pts
Bs 3 Armour: Front 12 side 14 back: 12 HP:4

Arment: 4 Hull mounted laser canons, ( four on each side) It is always armed with dozer blade.
Special rules: Demon forge, Siege Crawler, Demonic Possession.
Additional gear: Dirge Casters, Warp Fire Gargoyles
According to the lore this demon engine is sometimes employed by chaos forces. I think CSM should be able to use it as well.
FAST ATTACK
Flesh Collectors.
Well these are for a change are made up by me units. These are gruesomely maimed servitors covered with multiple disgusting modifications, and perversion upon sacred human body. A human body is attached to small gravitic platform; arms are replaced by sets of long grasping hooks and tendrils. In mouth of servitor is installed web gun. These are used by dark magos to inspire fear in their enemies and to collect slaves. They are not typical war units.
Unit type Jet bike
WS BS S T W I A LD Sv
4 3 3 4 1 3 4 - 5+

Unit composition: 1-5 models
Wargear: Close Combat Weapons, Web Gun,
Special rules: Fear, Fear Less ,Deep strike, Feel no pain, Hit and run.
Additional Wargear.
Each may be suited with grenade launcher ( krak and frag) or dirge caster.
May take shredding claws ( gives shred special rule)
If war lord’s specialisation is bionics:
-Each of the collectors may exchange their web gun for chem cannon.
If warlord’s specialisation is Archeo tech:
- Each collector may take plasma grenades if took grenade launcher
- May be suited additionally with shroud generator.
If warlord’s specialisation is Empyrean forging:
- Each collector may take Demon special rule and Rage.

This message was edited 6 times. Last update was at 2014/04/07 16:52:36


Hello.
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Made in us
Shrieking Traitor Sentinel Pilot







HQ idea: The highest ranking members of the Adeptus Mechanicus are the Magus, so here's the Dark Mechanicus version:

Dark Magus 100 pts
WS 4
BS 5
S 3
T 3
W 3
I 3
A 2
Ld 8
Sv 3+/5++

Wargear: power armour, power axe, bolt pistol, mechatendrils, refractor field, frag and krak grenades

Special rules: Independent Character, Master of Mechanisms (same as Warpsmith)

Also, a special wargear option:
The Forever Strain: +40 pts. The Dark Magus has treated his cells with a forbidden process that causes them to reproduce at an incredibly rapid rate, repairing damage as quickly as it is inflicted. The Forever Strain grants Feel No Pain, It Will Not Die, and Eternal Warrior

Let him take pistol and CC options from Codex: CSM a retinue of Maltek Stalkers too.

For the Gholams: what about -1 to their weapons skill, but giving them Fearless and Slow and Purposeful? That seems a little closer to the "mindless biological constructs" feeling I'm getting from them.
For pts cost-5 Gholams: 60pts, may add up to 10 additional Gholams for +12 pts each.

I'll have to look over and ponder the Maltek Stalkers and Bronze Malefict a little more carefully before I come up with ideas for them.


40k is 111% science.
 
   
Made in gb
Drew_Riggio





Sheffield

I like your changes about Gholams but with slow and purposeful I think they should be allowed to have more types of heavy weapons and this rule make them also unable to charge, so kinda there is no point in power weapons then.

And about dark magos. I think he should have bigger choice of wargear due fact that I seen some dark magos embedding even assault cannons into their bodies. Also we have to come up with some deticated war gear for them such as Immateria Wards, Empyrean Conduit blades and other crap. Also I think they should be using flesh metal at this time instead power armours.

I have also a idea that magos could pick up mastery in given Xeno technology branch. This would give him ability to use some of the xeno wargear and one more attack maybe against selected race.

Hello.
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Made in us
Lesser Daemon of Chaos




ERROR 223781: This user is currently at large and has no fixed position

fallinq wrote:HQ idea: The highest ranking members of the Adeptus Mechanicus are the Magus, so here's the Dark Mechanicus version:

Dark Magus 100 pts
WS 4
BS 5
S 3
T 3
W 3
I 3
A 2
Ld 8
Sv 3+/5++

Wargear: power armour, power axe, bolt pistol, mechatendrils, refractor field, frag and krak grenades

Special rules: Independent Character, Master of Mechanisms (same as Warpsmith)

Also, a special wargear option:
The Forever Strain: +40 pts. The Dark Magus has treated his cells with a forbidden process that causes them to reproduce at an incredibly rapid rate, repairing damage as quickly as it is inflicted. The Forever Strain grants Feel No Pain, It Will Not Die, and Eternal Warrior

Let him take pistol and CC options from Codex: CSM a retinue of Maltek Stalkers too.

For the Gholams: what about -1 to their weapons skill, but giving them Fearless and Slow and Purposeful? That seems a little closer to the "mindless biological constructs" feeling I'm getting from them.
For pts cost-5 Gholams: 60pts, may add up to 10 additional Gholams for +12 pts each.

I'll have to look over and ponder the Maltek Stalkers and Bronze Malefict a little more carefully before I come up with ideas for them.



I agree with Whiskered. I think he should probably have Fleshmetal but I think we should give him a wide selection of weapons instead of a Power Axe. Otherwise he's just far too much like a Warpsmith I really like the Forever Strain though, it grants good powers and it's not altogether over-priced. And don't forget to put the Champion of Chaos special rule in his Special Rules section.

About the Gholams. I think if all they are is flesh than we should probably give them a 6+ save. Even if we don't the points should go down. Otherwise you're charging them at one point less than a Chaos Space Marine when they are far worse. I propose 9 points per model putting them at 45 points for a squad of 5. Fearless sounds good but more like spawn I'm guessing so I think we shouldn't give them slow and purpousful.

Whiskered wrote:I like your changes about Gholams but with slow and purposeful I think they should be allowed to have more types of heavy weapons and this rule make them also unable to charge, so kinda there is no point in power weapons then.

And about dark magos. I think he should have bigger choice of wargear due fact that I seen some dark magos embedding even assault cannons into their bodies. Also we have to come up with some deticated war gear for them such as Immateria Wards, Empyrean Conduit blades and other crap. Also I think they should be using flesh metal at this time instead power armours.

I have also a idea that magos could pick up mastery in given Xeno technology branch. This would give him ability to use some of the xeno wargear and one more attack maybe against selected race.


Perhaps the Gholams shouldn't be troops but elite instead. And also think that Cultist are fine as they are. Where would they get the grenades and Las Guns? Also if this Dark Mechanicus there should really be some more vehicles and weapons in here shouldn't there?

Long live the Chaos Space Marines!!!  
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

You should do something akin to the Inquisition, where each Magus has to choose what lore they study in the same manner as Hereticus, Xenos and Malius. This could give them choices at different pieces of wargear and maybe unlock a certain unit to be troops. These could be along the lines of Archaeotech which uses modified Xenos weapons or band weapons and unlocks some kind of gun servitor which has access to Guass weapons or Tesla weapons. Others would be Daemontech which is all about Daemon Engines and bound Daemons, they would unlock Soul Grinders and have access to Psyker Mastery Levels while the other could be Bio-Tech which is all about making fleshy monsters, they could unlock some sort of beserker servitor.

Just thought it could could add a bit of flavour the army, what do you think?

 
   
Made in gb
Drew_Riggio





Sheffield

@marrowickMade
Well, there are so few units atm I didn't had a power to write more. I will try to get down whole idea and we could polish it off together. The point of gholams was to provide different type of more resistant infantry next to cultists, you know just to give some more choices. You also gave me idea that Gholams you could purchase additional armour, which would improve armour save.

@ALEXisAWESOMEMade
It's actually pretty decent idea, but I am not sure how would work acces to totaly different technologies. I was thinking that different Schools of techology could grant different war gear for all your units.

I will write down some concepts of vehicles, and fast attack units.


Hello.
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3D print and modelling of all kinds.
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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

It would work like the different marks in CSM's, all units have access to the usual wargear while some special units (such as Beserkers, Thousand Sons) have access to different gear or Icons. For example all DM armies will have access to Cultists, Vehicles, Basic Gun Servitors while depending on the Warlords Lore you could also include Augmented Beserker Sevitors, Daemon Engines or Tesla totting Gun Servitors.

You could also include special Wargear for the Magus.depending on what Lore he picks.

Daemon Tech.
Daemon Sword (from the Inquisitor Codex)
Mastery level 1/2
Kai Gun

Bio Tech
Enhanced Frame (+1 T, +1 S)
Liquifier (As Dark Eldar codex)


Achaeotech
Access to War Scythe/Grav Weaponary/Tesla/Venomblade
Terminator Armour
Re-Animation Protocals


 
   
Made in us
Regular Dakkanaut





If you are looking for some ideas on Dark Mechanicus, Horus Heresy Book 2 and 3 have a Mechanicum list.
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

Ignore this post.

This message was edited 1 time. Last update was at 2014/04/06 17:18:17


 
   
Made in us
Lesser Daemon of Chaos




ERROR 223781: This user is currently at large and has no fixed position

Whiskered wrote:@marrowick
Well, there are so few units atm I didn't had a power to write more. I will try to get down whole idea and we could polish it off together. The point of gholams was to provide different type of more resistant infantry next to cultists, you know just to give some more choices. You also gave me idea that Gholams you could purchase additional armour, which would improve armour save.

I will write down some concepts of vehicles, and fast attack units.



Yeah I understand. It was more of a question of "should we focus on this" more than "Why isn't this here". Okay I understand now perhaps we should start them at 8 points per model with a 6+ save and then they can purchase a 4+ or 3+ for 2 or 3 points per model?

ALEXisAWESOME wrote:It would work like the different marks in CSM's, all units have access to the usual wargear while some special units (such as Beserkers, Thousand Sons) have access to different gear or Icons. For example all DM armies will have access to Cultists, Vehicles, Basic Gun Servitors while depending on the Warlords Lore you could also include Augmented Beserker Sevitors, Daemon Engines or Tesla totting Gun Servitors.

You could also include special Wargear for the Magus.depending on what Lore he picks.

Daemon Tech.
Daemon Sword (from the Inquisitor Codex)
Mastery level 1/2
Kai Gun

Bio Tech
Enhanced Frame (+1 T, +1 S)
Liquifier (As Dark Eldar codex)


Achaeotech
Access to War Scythe/Grav Weaponary/Tesla/Venomblade
Terminator Armour
Re-Animation Protocals



Ooh that looks fun! We should probably charge for them though. It would be unfair if all these were free.

Long live the Chaos Space Marines!!!  
   
Made in gb
Drew_Riggio





Sheffield

So I have added some changes to main post, adding them here too.

CHAOS SPACE MARIENS
Proposed changes:
- Forgefiends, Maulfiends and Helldrakes are now moved to the Dark Mechanicus army.
- Hell blades, Hell Talons and deceminator engines are now in normal set of rules.
- Hell Brutes are now Monstrous Creature, chaos Dredonaught comes back as vehicle. They have same war gear options and very similar statistics but I find it hard to believe that HB are still vehicles.
- Predators now may use Hades Autocannos, Plasma Cannons and belflamers. They may be also suited now with demon forge.
- CSM now have land speeders and whirlwinds.
- New HQ choice Black Apothecaries

Dark Mechanicus wargear
WARGEAR
-Callophean Psy-Engine. Rare weapon that allows user to, channel raw warp energies. It has three settings. Blast, Beam or Wave. User always must to wear Immateria ward. ( profile will be included later)
- Immateria ward. Grands user deny the with 4+ save and allows to re-roll failed deny the witch test with 6+.
- The Forever Strain: +40 pts. The Dark Magus has treated his cells with a forbidden process that causes them to reproduce at an incredibly rapid rate, repairing damage as quickly as it is inflicted. The Forever Strain grants Feel No Pain, It Will Not Die, and Eternal Warrior
- Web Guns. Web guns or webbers are used to slowdown and catch new slaves, it also found some uses on battlefield. This weapon is using Flame thrower template. Hit Units treat every terrain as difficult and are unable to run or charge in next two turns. Jump units must take Lethal Terrain Test on starting and landing.

HQ:
Dark Magos.
WS BS S T W I A LD Sv
4 5 3 3 3 3 2 8 3+/5++
Wargear: power armour, power axe, bolt pistol, mechatendrils, refractor field, frag and krak grenades

Special rules: Independent Character, Master of Mechanisms (same as Warpsmith)
May Take one of three technology specialisations. : Bionics, Empyrean Forging and Achaeotech ( thanks to fallinq)
Sorry that I am not including proper weapon profiles I am bit busy now. Sorry once again.

Hello.
Flesh forge here. A Model designer for hire!
3D print and modelling of all kinds.
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Made in us
Lesser Daemon of Chaos




ERROR 223781: This user is currently at large and has no fixed position

I'll comment more once you make the final changes as you said you would include more later but for now all I'm going to say is I agree on your point for Helbrutes. I'm not quite sure if they should be Monstrous Creature but they should certainly be at least Daemon Engines. If we decide to use them as Monstrous Creatures then here are the rules I propose.

WS5 BS4 S6 T5 W2 I4 A3 Ld10 Sv2+/5++

Wargear: Multi Melta, Power Fist, Fleshmetal

Special Rules: Daemon, Crazed (with wound instead of Glancing or pen), Fearless,

Half-Man Half-Machine: Because a Helbrute is basically a half dead CSM driven crazy by hatred and melded to a machine their actually body can vary.
At the start of the game roll a D3 on the Man or Machine table below
1: More of a Man: This Helbrute has the Hatred (Universal) special rule
2: Half-Man Half-Machine: This Helbrute has a 4++ invulnerable save instead of 5++
3: More of a Machine: This Helbrute Gains +1T and +1S

Long live the Chaos Space Marines!!!  
   
Made in us
Shrieking Traitor Sentinel Pilot







Some possible changes to the Dark Magus based on other’s suggestions, and a few proposals of my own:

First, not being able to charge for two turns after getting hit with a Web Gun seems a bit overpowered against assault troops, especially since the flame template auto hits. Instead, have each unit hit by the Web Gun immediately take a Pinning Test (if failed, they can’t charge since they’re pinned), and units that get off a charge take a dangerous terrain check. Calvalry would also take a dangerous terrain check every time they move. Have bikes take a dangerous terrain test when moving as well. Walkers and tanks would presumably be immune. I also think the effect should only last one turn.

Dark Mechanicus Special Weapons:
Flamer +5 pts
Meltagun +10 pts
Web Gun +15 pts
Plasma Gun +15 pts

Dark Mechanicus Heavy Weapons:
Heavy Bolter +10 pts
Autocannon + 10 pts
Heavy Flamer +10 pts
Multi Melta + 10 pts
Missile Launcher (frag or krak) + 15 pts, add flakk missiles +10 pts
Plasma Cannon +15 pts
Lascannon +20 pts
Assault Cannon +20 pts

Gholems may take up to two special or heavy weapons from the Dark Mechanicus weapons list.
A Dark Magus may take a single special or heavy weapon from the Dark Mechanicus weapons list.

Give the Dark Magus Fleshmetal instead of Power Armour, swap his Power Axe for a CC and make him 110 pts.

Here’s an idea for the Dark Magus’s Specialties:

A Dark Magus may become one of the following Specialists for +5 pts.

Daemonologist- Daemonologists have Hatred (Inquisition, Grey Knights) and may take the following wargear:

Daemonblade or Hellrifle +15 pts

Warp Disrupter (The Warp Disrupter is a freakish engine containing an enraged daemon that a Dark Magus wears strapped to his back. When activated, it taps into the warp itself, causing it to become violently unstable. The Warp Disrupter may be activated at any point during a game. Once activated, any psyker attempting to use a psychic power within 36” of the Dark Magus counts a single roll of 1 as a roll of two 1’s, and a single roll of 6 as a roll of two 6’s for the purposes of Perils of the Warp) +20 pts

A Daemonologist may take Marks of Chaos from Codex: CSM for their listed points cost.

Archeotechnologist- Archeotechnologists may reroll the result of one their Master of Mechanisms ability rolls once per game, and may take the following wargear:

Needle Pistol, Grav Pistol, or Grav Gun +15 pts

Rad Grenades +15 pts

Digital Weapons +10 pts

Spook Dispenser- (An Archotechnologist with a Spook Dispenser has Psyker, Level 1 and picks from the Biomancy, Pyromancy, and Telepathy disciplines) +25 pts

Xenologist- This one I’m actually gonna need a bit of help with. For Xenologist, a race would be chosen and the Dark Magus would get Preferred Enemy (that race) and access to some of the weapons and wargear from that race’s armoury. For example, a Xenologist specializing in Eldar would have Preferred Enemy (Eldar) (which would include both DE and CWE, just like on a Keeper of Secrets), and would be able to take a Biting Blade, Diresword, Agonizer, and some ranged weapons from the Eldar and DE Codices. The issue is, I don’t know all the Xenos races wargear nearly as well as I know the human stuff, so I’d need a bit of help to do it this way.

I don't think the Dark Magus should have Champion of Chaos because a Dark Magus is a mad scientist, not a bloodthirsty warrior. Having one issuing challenges in every single combat just feels... wrong.

So whaddya think? Anything look good?

40k is 111% science.
 
   
Made in gb
Drew_Riggio





Sheffield

Mostly looks, good and thanks for writing down some weapons, I will add them later to the list.

I am not sure how would things would better work.
I mean in archetechnology there would be included some xeno technology as well same if he would take specialisation in Bionics. On the other hand your propositions is also senisble and reasonable. Also I think thees choices should be free.

I agree on web guns, that was just early idea. I do agree on that Dark Magos shouldn't be champion.

Enlight me please what are digital weapons ?
Also spook dispencer seams sill, I think it could be Cephalos Psy Engine which is actually in lore. In other hand I personally prefer Psy Engine to be just specialized weapon not spell caster in a jar.

EDIT. I have added couple of things, presented naturally below.

Gholams
Additional gear: Up to two special weapons or heavy weapons. Dark Armours ( improve Sv to 4+)
If warlord lore is chosen Bionics gholams might additionally choose one Genetic Enchantment.

HEAVY SUPPORT
Death Wheel 235 pts
Bs 3 Armour: Front 12 side 14 back: 12 HP:4

Arment: 4 Hull mounted laser canons, ( four on each side) It is always armed with dozer blade.
Special rules: Demon forge, Siege Crawler, Demonic Possession.
Additional gear: Dirge Casters, Warp Fire Gargoyles
According to the lore this demon engine is sometimes employed by chaos forces. I think CSM should be able to use it as well.
FAST ATTACK
Flesh Collectors.
Well these are for a change are made up by me units. These are gruesomely maimed servitors covered with multiple disgusting modifications, and perversion upon sacred human body. A human body is attached to small gravitic platform; arms are replaced by sets of long grasping hooks and tendrils. In mouth of servitor is installed web gun. These are used by dark magos to inspire fear in their enemies and to collect slaves. They are not typical war units.
Unit type Jet bike
WS BS S T W I A LD Sv
4 3 3 4 1 3 4 - 5+

Unit composition: 1-5 models
Wargear: Close Combat Weapons, Web Gun,
Special rules: Fear, Fear Less ,Deep strike, Feel no pain, Hit and run.
Additional Wargear.
Each may be suited with grenade launcher ( krak and frag) or dirge caster.
May take shredding claws ( gives shred special rule)
If war lord’s specialisation is bionics:
-Each of the collectors may exchange their web gun for chem cannon.
If warlord’s specialisation is Archeo tech:
- Each collector may take plasma grenades if took grenade launcher
- May be suited additionally with shroud generator.
If warlord’s specialisation is Empyrean forging:
- Each collector may take Demon special rule and Rage.

This message was edited 1 time. Last update was at 2014/04/07 16:50:16


Hello.
Flesh forge here. A Model designer for hire!
3D print and modelling of all kinds.
twitter.com/Flesh_Forge
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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

For Xenos i like the idea of picking a certain Xenos army, that sounds extremely cool and fluffy. For the weapons i would suggest a communal pool of Xenos Weapons instead of 1/2 weapons per Xenos race and you could even 'pervert' some of the Xenos Tech to be your own for example:

Warscythe ( Str +2 Ap 1 Armourbane)

Fell Dire Sword (Range - Str user Ap 2 soul razor*). This is basically an Eldar Dire Sword where the soulstone is being forced to do the bidding of the Magos, YMMV.

Pulse repeater (Range 12'' S 5 Ap 6 Assault 4, Soulblaze). Chaos burst cannon

Pet Hormagaunts? Neurally controlled obviously

Shatter Shard (1 per army. Template. Toughness Test or Die for every model touched by it.)

I love the rest of it, the only thing i dislike is the spook dispenser, feels to 'common' and i think the Daemonologist should be the main sorcerers due to binding (make up your own psyker discipline?) so if you want to keep this maybe it could be + 1 mastery level, but you randomly generate each power per turn, that way you could make it cheaper because it's random, Chaos likes Random.

Also, a relic of the past, include the Kai Gun as a special weapon.

Range 24'' Str 5 Ap 2 Rapid Fire, Soulblaze, Armourbane. 10pts

 
   
Made in za
Fixture of Dakka




Temple Prime

Some stuff I showed forever ago:

Rubric terminators: Rubrics get: MoT, Slow and purposeful, Fearless,, Inferno bolt combi-bolters, a 3++ invulnerable save. May take the mouth of tzeentch (S5 AP3 soulblaze warp flame template) or combi inferno flamers (S4 AP3 soulblaze template) or inferno reaper autocannons (S7 AP3 Heavy 2 soulblaze warpflame twinlinked). Rubric terminator aspiring sorcerers have ML 2.

50 points or so.

Plague terminators: MoN, Slow and purposeful, Fearless toughness, 5, -1 initiative, poisoned close combat, weapons, feel no pain, may take Bilespewer (S5 2+ poison AP4 flamer, pinning), or upgrade combi-bolters and reaper autocannons with poisoned bolts (adds 4+ poison), combiflamers are replaced with regurgitators (S4 4+ poison AP5, pinning).

65 points.

Noise Terminators: MoS, Fearless, counter attack, gains access to Noise Weapons, basic weapon is a twin linked sonic blaster, two units may take twin-linked blast masters. Champion has access to a twinlinked Doom siren,) May engage in sweeping advances.

Noise Marine Terminators should be around 40 points per model.

Terminator Bezerkers:

Berzerker: +1 WS, MoK, Rampage, Fearless, Assault grenades, Come with power axes as standard, and +1 attack. All models in the unit may take chainfists. May ignore unwieldy on the turn of assault. Skull champion may take Axe of Khorne which is as follows.

Axe of Khorne
Range: Melee
Str: As User
AP: 2
Special Ability: For every to-hit roll of 6, this model generates an extra attack. These extra attacks may also generate extra attacks.

Replace Icon of Despair with Icon of Flies (Shrouded)

Replace Icon of Flame with Icon of Sorcery (Banner holder must be aspiring champion/sorcerer. Improve ML of banner holder by 1 or gains an ML of 1)

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Drew_Riggio





Sheffield

Hey, peopel thanks for your input I ma bit bust wiith IRL stuff.

I would like to sort this out before moving on.
Could we do some dort of voting on what specialisations could dark magos pick?

It would be either of thees two sets.
Set a: Warp Forging, Flesh Forging, Archeo Forging.
In this set magos would have acces to xeno technology in both flesh and archeo, in this scenario flesh forging could access player even to some of the tyranid's biomorphs.

Set. B
Warp Forging, Xeno Forging and Archoe forging.
In this set xeno technology is limited in one branch only.

So which you would prefer to see people?

I like idea of god specific terminators, it should be like that in vanilla game tbh.

Hello.
Flesh forge here. A Model designer for hire!
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Made in us
Lesser Daemon of Chaos




ERROR 223781: This user is currently at large and has no fixed position

Set A

I agree with you about the Terminators too but I think that they should go through some testing before we decode upon the final point value.

Long live the Chaos Space Marines!!!  
   
 
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