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![[Post New]](/s/i/i.gif) 2015/11/14 20:39:35
Subject: Fixing Possessed CSM
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Dakka Veteran
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I was pondering this the other day and after taking a look at the rules for Gal Vorbak, I thought it would be cool to just copy- paste those rules. I'm iffy on that, though because they Deep Strike and have two wounds, so that steps on the toes of oblits and mutilators a lot. I think giving them some deployment trick would be cool, but nothing else seems to fit right. Infiltrate would be too powerful IMO but scout feels a little weak. Thoughts?
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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![[Post New]](/s/i/i.gif) 2015/11/14 20:44:26
Subject: Fixing Possessed CSM
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Rotting Sorcerer of Nurgle
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Well... you could always just run Crimson Slaughter Possessed...
Best thing for them would be a slight price drop and bolt pistols added to their profile as well as picking what power they have... Automatically Appended Next Post: Or, make Possession a little differently in the Malific powers and give it the ability to make any CSM squad within 12" to become possessed. That be dope
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This message was edited 1 time. Last update was at 2015/11/14 20:46:11
H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
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![[Post New]](/s/i/i.gif) 2015/11/16 16:29:38
Subject: Fixing Possessed CSM
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Khorne Veteran Marine with Chain-Axe
Bodt
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Nobody uses Mutilators anyway, so stepping their toes shouldn't really be an issue. Maybe allow them to upgrade to jump infantry? They do have models with wings, after all. Or beasts.
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4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store. |
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![[Post New]](/s/i/i.gif) 2015/12/08 16:38:23
Subject: Fixing Possessed CSM
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Khorne Chosen Marine Riding a Juggernaut
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Give them range attacks something like Str5 Ap4 15" pistol, they are possesed, they shoot lazers from their eyes, mouth, hands/claws whatever, you see dozen of Possesed illustrations that shows a bunch of them shoothing with their pistols/weapons fused with their armors.
+1Init and WS, 2 wounds Champ can take options, change unit type to Beasts, look at the kit, most of them has hooves or mutated legs, some have wings...
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![[Post New]](/s/i/i.gif) 2015/12/08 17:09:32
Subject: Fixing Possessed CSM
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Longtime Dakkanaut
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Although I am going for more intense modifications , I'm imagining that Possessed (and Warp Talons to a lesser extent) could work something akin to Obliterators or Mutilators, in that they must a different ability (or two, even) at the start of each turn, and cannot use the same ability/abilities two turns in a row.
Daemonic Speed: +3 to Move/Run/Assault.
Daemonic Warding: +1 Toughness, Feel No Pain
Daemonic Talons: Melee Attacks are AP 2 this turn.
Daemonic Visage: Inflicts Fear tests on 3d6.
Daemonic Devotion: This one depends on the unit's mark, but would go along the lines of:
-Daemonic Fury: Mark of Khorne only. Unit gains Rampage.
-Daemonic Pestilence: Mark of Nurgle only. Unit gains Shrouded.
-Daemonic Allure: Mark of Slaanesh only. Unit gains Hit & Run.
-Daemonic Conduit: Mark of Tzeentch only. Unit gains Brotherhood of Psykers Level 1, and knows Flickering Fire.
Basically, make them a "melee toolbox" that has a semi-unreliable bag of tricks, and watch things get interesting.
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![[Post New]](/s/i/i.gif) 2015/12/09 04:46:11
Subject: Fixing Possessed CSM
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Painlord Titan Princeps of Slaanesh
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Negatory. To make Possessed good, They need to cost as much as Marines with MoT.
They need Scout or DS or Infiltrate or outflank. Need to move like beast minus 3". so 9' move.
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![[Post New]](/s/i/i.gif) 2015/12/09 13:32:28
Subject: Fixing Possessed CSM
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Grim Dark Angels Interrogator-Chaplain
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As you stated op, use gal vorbak rules, add marks, be done with it, as gal vorbak is how possesses should look and play.
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![[Post New]](/s/i/i.gif) 2015/12/13 09:09:47
Subject: Fixing Possessed CSM
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Regular Dakkanaut
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Why not just give them some shooting ability, like pistols (already suggested) and a transport mechanism and see how it plays out?
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3500 pt - Angels of Light - DA successor chapter |
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![[Post New]](/s/i/i.gif) 2015/12/13 18:12:40
Subject: Fixing Possessed CSM
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Decrepit Dakkanaut
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They're probably going to be running. Pistols is a stupid idea.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/12/13 19:13:13
Subject: Fixing Possessed CSM
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Lesser Daemon of Chaos
New England
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Giving them "mark of" AND "daemon of" benefits along with better random abilities could marginally improve them.
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![[Post New]](/s/i/i.gif) 2015/12/16 16:24:38
Subject: Re:Fixing Possessed CSM
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Sword-Wielding Bloodletter of Khorne
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I have an idea that's completely unlike how the possessed are now.
Have them be normal CSM, but at any point you have the option to "activate" them. Upon activation the unit gains the following rules:
Empowered by the Warp: The unit gains +1 toughness,+1 wound, +1 strength, and may charge during the same turn they run.
Unstable: Each turn including and after the turn in which the unit is "activated", it suffers d6 automatic AP - wounds.
I like to think of it like mythological germanic berserkers, who would work themselves up into an unstoppable, almost supernatural, frenzy before charging into battle, foaming at the mouth.
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