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Made in us
Savage Khorne Berserker Biker





This started as a wishlist and quickly turned into something more.

1.) Please provide feedback!

2.) I'm not too concerned with how competitive this army is, from a tournament standpoint. What I care about is:
-A: Does it function?
-B: Will the controlling player and their opponent have a good time, i.e. it's not so strong it will steamroll the opponent (unlikely, anyway) and it's not so weak it's dead in the water.

Units marked with no change have the same stats/rules/cost as those found in their respective codices (CSM or Daemons).

I haven't gotten around to points yet, which obviously is a huge factor, but I'm getting to it.

Without further delay, here it is:

Codex Heretic Astartes: World Eaters

ABILITIES:
Spoiler:


Butcher’s Nails: When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase
- Applies to all units except: Bloodletters, Flesh Hounds, Chaos Spawn, Skull Cannon, Juggernaut, Forgefiend, Maulerfiend, Defiler, Heldrake, Land Raider, Land Raider Pillager, Chaos Rhino, and Lord of Skulls.

Death to the False Emperor: Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Daemonic Ritual: Instead of moving in their Movement phase, any WORLD EATERS CHARACTER can, at the end of their Movement phase, attempt to summon a KHORNE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn). Roll up to 3 dice – this is your summoning roll. You can summon one new KHORNE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned. If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.


WORLD EATERS WARGEAR LIST:
Spoiler:


Melee Weapons:
- Chainsword, Chainaxe, Great chainaxe, Lightning claw, Power sword, Power axe, Power maul, Power fist

Champion Wargear:
- Bolt pistol, Chainaxe, Great chainaxe, Chainsword, Lightning Claw, Power sword, Power Axe, Power Maul, Power fist, Plasma pistol, Boltgun, Combi-bolter, Combi-melta, Combi-plasma, Combi-flamer

Special Weapons:
- Plasma gun, Meltagun, Flamer


ARMY LIST:

HQ:
Spoiler:


Kharn the Betrayer

Daemon Prince/Wings

Gorelord:
- M6” WS2+ BS2+ S4 T4 A4 W5 Ld9 Sv3+
- Bolt pistol, chainaxe, and frag/krak grenades.
- This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
- This model may replace its chainaxe with one item from the Pistols or Melee Weapons lists.
- Death to the False Emperor
- Sigil of Corruption: This model has a 4+ invulnerable save.
- Consummate Warrior: You can re-roll hit rolls of 1 made for this model in the Fight phase.
- Beacon of Hatred: Add 1 to the Strength characteristic of WORLD EATERS units within 8” of one or more models with this ability.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, INFANTRY, GORELORD


Gorelord in Terminator Armor: Same as above, with terminator rules

Gorelord on Juggernaut
- M10" WS2+ BS2+ S5 T5 A4 W6 Ld9 Sv3+
- Bolt pistol, chainaxe, and frag/krak grenades. The juggernaut mount attacks with its bladed horn.
- This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
- This model may replace its chainaxe with one item from the Pistols or Melee Weapons lists.
- Death to the False Emperor
- Sigil of Corruption: This model has a 4+ invulnerable save.
- Consummate Warrior: You can re-roll hit rolls of 1 made for this model in the Fight phase.
- Beacon of Hatred: Add 1 to the Strength characteristic of WORLD EATERS units within 8” of one or more models with this ability.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, CAVALRY, GORELORD, DAEMON

Brass Prophet:
- M10" WS2+ BS3+ S6 T5 A4 W5 Ld9 Sv3+
- This model is armed with a bolt pistol, frag/krak grenades, and an Icon of Slaughter. The juggernaut mount attacks with its bladed horn.
o Icon of Slaughter: S:User AP:-1 D:2
- Aura: Add 1 to the Attacks and Leadership characteristics of WORLD EATERS units within 8” of one or more friendly models with this ability
- Death to the False Emperor
- Sigil of Corruption: This model has a 4+ invulnerable save.
- Daemonic momentum: This model may advance and charge in the same turn.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, CAVALRY, DAEMON, BRASS PROPHET

Bloodfather:
- M6” WS2+ BS3+ S5 T4 W4 A3 Ld9 Sv3+
- Bolt pistol, Frag/Krak grenades, Daemon Axe
- Daemon Axe: S:+1 AP:-2 D:1; Daemon Weapon
o Daemon Weapon: Roll a D6 each time the bearer fights. On a roll of 1 he suffers a mortal wound and cannot use this weapon further during this phase. On a roll of 2+, he can make that many additional attacks with this weapon.
- Death to the False Emperor
- Aura: You can re-roll failed hit rolls in the Fight phase for friendly WORLD EATERS units that are within 8" of a Bloodfather.
- Sigil of Corruption: This model has a 4+ invulnerable save.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, INFANTRY, BLOODFATHER

Skull Champion:
- M6” WS2+ BS3+ S5 T4 W4 A3 Ld8 Sv3+
- Bolt pistol, Frag/Krak grenades, Chainaxe
- This model may replace its bolt pistol with one item from the Pistols, Combi-weapons or Melee Weapons lists.
- This model may replace its chainsword with one item from the Pistols or Melee Weapons lists.
- Death to the False Emperor
- Aura: You can re-roll failed wounds in the Fight phase for friendly WORLD EATERS units that are within 8” of a Skull Champion
- Blessed Bloodrune: This model has a 5+ invulnerable save
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, INFANTRY, GORESOAKED CHAMPION


TROOPS:
Spoiler:


Fanatics:
- Fanatic: M6” WS4+ BS4+ S3 T3 W1 A1 Ld5 Sv6+
- Fanatic Champion: M6” WS4+ BS4+ S3 T3 W1 A2 Ld6 Sv6+
- Unit size: 10 (9 Fanatics and 1 Fanatic Champion)
o May add up to 30 additional Fanatics
- Autopistol, Brutal combat weapon
- The Bloodchief may replace his autopistal or brutal combat weapon with a power sword, power axe, or power maul
- May It Please Khorne: During the opponent’s shooting phase, if the opponent selects a target that is partially obscured by a unit with this special rule and contains 5 or more models, the attacker suffers a -1 penalty to their hit rolls. After all shooting attacks by the firing unit have been resolved, the unit of Blood Cultists suffers d3 mortal wounds. This effect may apply multiple times as long as the above criteria are met.

Chaos Cultists: No changes

Berzerkers: No changes

Bloodletters: No changes


ELITES:
Spoiler:


Skullhunter:
- M12” WS2+ BS3+ S5 T4 W3 A3 Ld8 Sv3+
- Bolt pistol, Frag/Krak grenades, Master-crafted power axe
- Master-crafted power axe: S:+1 AP:-2 D:2
- Death to the False Emperor
- Worthy skull: You can re-roll hit and wound rolls of 1 in the Fight phase for this model if the target is an enemy CHARACTER
- Finish the Fight¬¬: CHARACTER models (friendly and enemy) that are part of the same combat as this model may not fall back
- Blessed Bloodrune: This model has a 5+ invulnerable save
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, INFANTRY, JUMP PACK, FLY, SKULLHUNTER

Spellbreaker:
- M6” WS3+ BS3+ S5 T4 W3 A3 Ld8 Sv3+
- Bolt pistol, Frag/Krak grenades, Witchcleaver
- Witchcleaver: S:+1 AP:-2 D:1; Witcheater
o Witcheater: If the target has the PSYKER keyword, the damage for this weapon becomes d3 instead. In addition, if a PSYKER suffers 1 or more unsaved wounds from this weapon, it also suffers 1 mortal wound.
- Death to the False Emperor
- Collar of Khorne: This unit can attempt to deny 1 psychic power in each enemy psychic phase.
- “Not today, witch.” Any PSYKER that successfully manifests a psychic power within 24” of a model with this rule must re-roll the psychic test for that power with a -1 modifier. If the second test is passed, the power is successfully manifested.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CHARACTER, INFANTRY, SPELLBREAKER

Helbrute: No changes

Possessed: No changes

Devourers:
- Devourer: M4” WS3+ BS3+ S4 T4 W2 A3 Ld8 Sv2+
- Devourer Champion: M4” WS3+ BS3+ S4 T4 A4 Ld9 Sv2+
- Unit size: 5 (4 Devourers and 1 Devourer Champion)
o May add up to 5 additional Devourers
- Each model is armed with two power swords, two power axes, or two power mauls.
- Cataphractii armor: Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances.
- Death to the False Emperor
- Blood for the Blood God: This unit can fight twice in each Fight phase, instead of only once.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: INFANTRY, TERMINATOR, DEVOURER

Dominators:
- Dominator: M4” WS3+ BS3+ S4 T4 W2 A2 Ld8 Sv2+
- Dominator Champion: M4” WS3+ BS3+ S4 T4 A3 Ld9 Sv2+
- Unit size: 3 (2 Dominators and 1 Dominator Champion)
o May add up to 2 additional Dominators
- Each model is armed with a Gorehammer
- Gorehammer: S:x2 AP:-3 D:2; Crushing blow; When attacking with this weapon, you must subtract 1 from the hit roll.
o Crushing blow: The model may choose to make a single attack with this weapon, instead of its normal attacks. If this attack hits successfully, it inflicts 1 mortal wound.
- Death to the False Emperor
- Defiance: If this model is slain in the Fight phase, it may immediately make a single attack with the Gorehammer’s basic profile.
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: INFANTRY, TERMINATOR, DOMINATOR

Skullcrushers:
- Skullcrusher: M10” WS3+ BS3+ S5 T5 W3 A3 Ld8 Sv3+
- Skullcrusher Champion: M10” WS3+ BS3+ S5 T5 W3 A3 Ld8 Sv3+
- Unit size: 3 (2 Skullcrushers and 1 Skull Champion)
o May add up to 8 additional Skullcrushers
- Each model is armed with a bolt pistol, a chainsword, and frag/krak grenades. Each model’s juggernaut mount attacks with its bladed horn.
- Any Skullcrusher may replace his chainsword with an item from the Melee Weapons list
- The Skullcrusher Champion may replace his bolt pistol or chainsword with items from the Champion Equipment list.
- Death to the False Emperor
- Daemonic momentum: This model may advance and charge in the same turn.
- Daemonic: This model has a 5+ invulnerable save
- Faction Keywords: CHAOS, KHORNE, HERETIC ASTARTES, WORLD EATERS
- Keywords: CAVALRY, SKULLCRUSHER


FAST ATTACK:
Spoiler:


Flesh Hounds: No changes

Raptors: May replace their chainswords with chainaxes

Warp Talons: No changes

Juggernaut:
- M10” WS3+ BS6+ S5 T5 W2 A3 Ld7 Sv3+
- Unit size: 1 Juggernaut
o May add up to 7 additional juggernauts
- Each model attacks with its bladed horn.
- Daemonic: This model has a 5+ invulnerable save.
- Savage Guardians: Roll a dice each time a friendly WORLD EATERS CHARACTER is hit by a ranged or melee weapon whilst he is within 3" of this unit. On a 2+ a Juggernaut intercepts that hit – the character is not hit by that attack but this unit is instead.
- Faction Keywords: CHAOS, KHORNE, DAEMON
- Keywords: BEAST, JUGGERNAUT

Spawn: No changes


HEAVY SUPPORT:
Spoiler:


Skull Cannon: No changes

Forgefiend: No changes

Maulerfiend: No changes

Defiler: No changes

Land Raider

Land Raider Pillager:
- M* WS6+ BS* S8 T8 W16 A* Ld9 Sv2+
- Remaining W:
o 9-16+: M10” BS3+ A6
o 5-8: M5” BS4+ Ad6
o 1-4: M3” BS5+ A1
- A Land Raider Pillager is equipped with a twin heavy bolter.
- This model may take a havoc launcher and/or one item from the Combi-weapons list.
- Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, a Land Raider Pillager can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
- Daemonic Machine Spirit: Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
- Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
- This model can transport 18 <LEGION> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models.


DEDICATED TRANSPORTS:

Chaos Rhino: No changes

FLYERS:

Heldrake: No changes

LORDS OF WAR:

Lord of Skulls: No changes

Angron: Coming soon…

NEW WARGEAR:

Chain greataxe: Range: Melee Type: Melee S:+2 AP:-1 D:1; Make 2 hit rolls for each attack with this weapon, instead of 1.

WARLORD TRAITS:
Spoiler:

1. Roll a dice each time your Warlord loses a wound. On a roll of 5, your warlord shrugs off the damage and does not lose the wound.
2. You may re-roll one or more dice when determining your Warlord’s charge distance.
3. A psyker who targets the warlord with a psychic power and successfully manifests that power suffers d6 mortal wounds.
4. If a unit fails a morale test within 8” of the warlord, roll a d6. If the result is 4 or greater, the unit counts as having successfully passed the morale test.
5. Units within 8” of the warlord who did not shoot during the shooting phase may advance and charge.
6. The warlord’s Heroic Intervention range is increased to 8”


RELICS OF HATE:
Spoiler:

1. Helm of Scorn: Add 1” to your Warlord’s advance and charge distance. In addition, any unit within 8” of your Warlord that attempts to fall back suffers d3 mortal wounds.
2. Daemonic Warplate: Grants the bearer a 2+ armor save and 3+ invulnerable save. If the bearer falls back from combat, he suffers d3 mortal wounds. If the bearer attacks a target in the fight phase and fails to inflict any unsaved wounds, he suffers 1 mortal wound.
3. Gorefather: Daemon Prince model with daemonic axe only. Gorefather replaces the model’s daemonic axe and has the following profile:
o S:+3 AP:-3 D:3; Re-roll failed wound rolls if the bearer’s target has the VEHICLE or MONSTER keyword
4. Burning Brand of Skalathrax: Replace’s a model’s combi-flamer and has the following profile:
a. 10” Assault 2d6 S:4 AP:-1 D:1 This weapon hits automatically
5. Molten Eye: While the warlord is on the battlefield, roll 2d6 every time a unit is destroyed. If the result is 8, the warlord’s controlling player gains 1 Command Point. These rolls may not be re-rolled or modified in any way.
6. Fist of Khorne: Fist of Khorne replaces a model’s power fist, and has the following profile:
a. S:x2 AP:-3 D:d3; Daemon Weapon; When attacking with this weapon, you must subtract 1 from the hit roll.
 Daemon Weapon: Roll a D6 each time the bearer fights. On a roll of 1 he suffers a mortal wound and cannot use this weapon further during this phase. On a roll of 2+, he can make that many additional attacks with this weapon.


STRATAGEMS:
Spoiler:


Gifts of Hate: 1/3 CP: Use this Stratagem before the battle. Your army can have one extra Relic of Decay for 1 CP, or two extra Relics of Decay for 3 CPs. All of the Relics of Hate that you include must be different and be given to different WORLD EATERS CHARACTERS.
Chaos Boon: 1 CP: No change
Veterans of the Long War: 1 CP: No change
Scorn of Sorcery: 1 CP: No change
Daemonforge: 1 CP: No change
Daemon Weapon: 1 CP: Upgrades a power axe, power sword, or power maul wielded by a WORLD EATERS CHARACTER to have the Daemon Weapon special rule.
Wrecking Ball: 1 CP: Use this stratagem before selecting a WORLD EATERS unit with the HELBRUTE keyword to move in the movement phase. That unit may move through any terrain that is not impassable and does not suffer a penalty for charging through terrain. In addition, if the unit successfully charges, its target suffers 1 mortal wound.
Ritual of Blood: 1 CP: Use this stratagem when a WORLD EATERS CHARACTER attempts to summon a unit of KHORNE DAEMONS using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for the summoning roll, and your character will not suffer any mortal wounds for rolling doubles, triples, or quadruples.
Bloodcursed Weapons: 1 CP: Use this stratagem before a WORLD EATERS unit makes its attacks in the Fight phase. For the duration of that fight phase, the unit’s weapons gain an additional -1 AP modifier.
Furious Charge: 2 CP: Use this stratagem before rolling the charge distance for a WORLD EATERS unit in the charge phase. Roll 3d6 to determine that unit’s charge distance.
Bloodlust: 2 CP: Use this stratagem before the game begins. Select a WORLD EATERS unit with the INFANTRY, CAVALRY, or DAEMON PRINCE keyword. That unit gains the Blood for the Blood God! special rule. This stratagem can only be used once. Using this stratagem on a unit that already has the Blood for the Blood God! special rule
Adrenaline Surge: 2 CP: Use this stratagem when a WORLD EATERS unit is selected as the target of an attack in the Shooting or Fight phase. Roll a d6 for each suffered wound, a 5+ the wound is ignored. This effect lasts until the end of the phase, and may not be used again on the same unit for the rest of the game.
Fury of Khorne: 3 CP: No change


This message was edited 4 times. Last update was at 2018/07/10 14:10:13


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I feel that the HQs are probably too much.

You can get +1 S and A, then add on rerolling all failed hits and wounds. That's pretty insane.

Slap that on some Zerkers, and you get, from a squad of 5 on the charge:
42 S7 AP-1 D1 attacks
10 S6 AP0 D1 attacks
All hitting on a 3+ rerolling and rerolling wounds.

Against Plaguebearers, one of the toughest blobs in the game, who have a -1 to hit, you whip out...

(Note: All hits are the same against them, since they're D1, S higher than their T but not double, and AP is irrelevant)
34.67 hits
30.81 wounds
20.54 unsaved wounds
13.70 dead

Against what's probably the toughest blob in the game. Compare to pretty much anything else, and it'll be worse.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





You have some really flavorful ideas in here!

Agreed with JNA. You went a little too vertical with those HQ options. All those rerolls not only make your regular troops a little too terrifying, but they also make any weapon or other combat boost applied to the characters themselves that much more devastating. As is, you've kind of thrown the kitchen sink at your melee bonuses. I'm probably missing something, but it feels like a lot of those HQ options are kind of redundant. Why so many variations on, "Melee guy who makes other guys better at melee"? Perhaps you could cut that list down and get rid of some of the redundant buffs?

TROOPS
Fanatics' May it Please Khorne rule seems a bit wordy and clunky for what it does. Basically, you want these guys to be a cheap unit that can screen whatever is behind them (rather than just characters), but you don't want to give them tau drone savior protocols because their cheap price tag per body would make it too good, right? Instead of making people figure out whether or not a unit is "obscured," rolling more mortal wounds from MSU enemies than large squads, etc., how about something like the following?

"When an enemy unit targets a friendly unit within 3" of a unit of fanatics containing 5 or more models in the shooting phase, all to-hit rolls against that unit suffer a -1 to hit." It still gives the impression of the fanatics crowding around the guys they're protecting and jumping in front of bullets (I assume that was your intention), but you cut down on the confusion and the side effects. Extra mortal wound generation probably isn't necessary as the low leadership and durability on these guys makes them pretty easy to clear out.

ELITES
Witch Eater feels like it's double-dipping on its extra damage. Raising the damage against psykers is all well and good. The second part feels redundant and also kind of confusing. You inflict a mortal wound (read: 1 extra damage) against a psyker target (which means that you're already upping your averagea and max damage per the first part of the rule), but only after they've already suffered an unsaved wound. The point of a mortal wound is typically to either do extra damage or to get through defenses like good armor and invuln saves. The first part of this rule already does extra damage. So unless you're specifically trying to do a single extra wound to a squad of psykers, why not just make the first part of the rule change the damage to d3 + 1 or just leave it as d3 and then drop the second part of the rule entirely?

Not Today, Witch feels overly complicated to resolve for what basically amounts to, "Make enemy psykers less likely to cast powers." You'd probably be fine just ditching this rule altogether. If you really want to keep it, simplify it to, "Psychic tests made within 24" of a model with this rule suffer a -X penalty." Unless you want the very specific mathematical averages that result from your current wording of the rule, making someone roll a psychic test twice and only applying the modifier on the second roll just seems unnecessarily time-consuming and complicated.

I haven't run the math, but is there ever a situation where Crushing Blow on the gorehammers is mathematically better than just swinging them normally? If not, you can probably just drop the rule for the sake of both simplicity and to avoid laying "traps" for players where they use the sub-optimal attack mode because they haven't crunched the numbers. Also, I don't have any imperial or chaos books laying around at the moment, but how do those gorehammers compare to thunderhammers or power fists? If they're identical and the crushing blow rule is superfluous, you may as well just call them whatever the standard equivalent is.

Daemonic Momentum makes your other options that allow advancing and charging a little redundant. It creates a niche anti-synergy. Which isn't really a problem, but it's something to consider.

FAST ATTACK
Save Guardians seems like a complicated way to do something the core rules already accomplish. If you want to screen a character with these guys, just put them between the character and the enemy. Also, most of the options in the game that let you snipe out characters are kind of sub-optimal. If your opponent has invested heavily enough into sniper rifles to make them matter, then arbitrarily redirecting his attacks feels a little meh. Plus, you run into weird rules interactions when you put "hits" onto a different unit instead of wounds. Also, you already have fanatics to serve as a dedicated screening unit. I vote for ditching this rule entirely.

Chain great axe is slightly confusingly worded. Please clarify whether you basically double your effective attacks when using this weapon or if you just roll twice to hit with each attack (thus making you more likely to hit but not increasing your maximum potential damage.) If the latter, I'd suggest simplifying it to, "A model may reroll failed to hit rolls when attacking with this weapon" as it effectively gives you the same result. If the former.... I worry that this may be way too much in your current rules setup. See above about HQs being too good, and now imagine one of them using the chain greataxe to effectively double his damage output.

WARLORD TRAITS
Number 3 seems brutal and really unpleasant to play against. A d6 has pretty good odds of just one-shotting a librarian for using a power against your warlord. You even have okayish odds of killing a farseer in one go with this. Psychic-reliant armies will arbitrarily lose tons of wounds trying to kill your warlord with psychic powers. Either reduce the wounds considerably (1d3 or even a flat 1) or simply make the warlord untargetable by psychic powers or something. Alternatively, maybe just make this a psychic test penalty or change it to juts allow the warlord to attempt to deny the witch or something. I don't know your local group, but I doubt anyone will find it amusing when they lose a squad of grey knights or a librarian because they had the audacity to try and bypass your 2+/3++ with a psychic power.

Consider limiting number 4 to only affect units with a certain keyword. Otherwise, you have to worry about allied blobs of renegade guard being turned into slightly less effective pre-FAQ fearless conscript type units.

You need to clarify how number 5 works. Units that are within 8" at which point in the game? The start of the game round? The player turn? The movement phase when they advance? The shooting phase when they don't shoot? The charge phase when this is happening? Consider rewording it to, "<Keyword> units within 8" of the warlord during the Charge phase may charge even if they advanced in the Movement phase."

Number 6 makes me raise an eyebrow. It doesn't seem... flat out broken, but 8" compared to 3" is a pretty major increase. Especially on a character with a bunch of buffs that mean almost all of his attacks will turn into wounds against many units. Also, a "Heroic Intervention range" isn't really a thing. We all know what you mean, but you may want to clarify the wording.

RELICS
Helm of Scorn feels too good to me. against a World Eaters army, falling back is going to be a major part of many opponents' game plans. I know that it's frustrating when you're left hanging in the wind to get shot up by your charge target's buddies, but doing d3 damage to everything that doesn't opt to stay in combat and get auto-wiped by your melee-cranked-to-11 World Eaters seems like a feels bad rule. Compared to the dark eldar Helm of Spite that does d3 damage to a single unit once a turn and only after you succesfully deny the witch against that unit specifically with the model bearing the helm, this seems too powerful. Maybe limit the range to 3"? That way, it basically only affects things that your relic-bearer is personally in combat with. I know 8 is Khorne's number, but a greater than 16" diameter of effect is probably pushing it.

I like daemonic warp plate. You'll almost never fall back or whiff with your attacks, so the drawbacks will rarely come up, and that's as it should be. The drawbacks make this flavorful without meaningfully diminishing its usefulness.

Molten Eye. You have a 13.9% chance of rolling an 8 on 2d6. So you'll generate an average of 1 CP for roughly every 8 units that die. Seems reasonable. Scales poorly as you'll likely have way more units in a large game than a small one, but it doesn't seem game breaking. Probably fine.

STRATAGEMS
Wrecking ball sounds fun!

Isn't the Blood Angels version of Furious Charge 3CP? If so, I'd modify this one to match.

Blood Lust cuts off mid-sentence.

Overall, this seems like a solid starting point. Some stuff is more complicated than it has to be, and the stacking HQ buffs seem too good. Tone down the latter, and try to simplify the former and I think you'll be fine. Happy gaming!


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Tough Tyrant Guard





Don't forget the Teeth of Khorne, the remnants of the WE heavy support units. They only use HB and AC.
   
 
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