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Made in ca
Longtime Dakkanaut





Hey folks,

I was recently thinking of a theme shared by two of the Cult troops that I'd like to extend to all four, and how moving over to 2-wound Cult troopers could help this.

Plague Marines & Rubric Marines have always had a strange overlap in one specific way; both are meant to be tough. For Plague Marines, this has been shown through the extra point of toughness and the Feel No Pain ability. For Rubric Marines, this has changed forms so many times over the editions that Tzeentch himself would be proud, but I really like the current version of "+1 to saves vs Dmg 1". I like how both of these rules ask your opponent to differently consider the weapon of choice when engaging them. Moving up to 2 wounds each, this only shows off the difference even moreso. But fundamentally, both are asking your opponent to try and find the right heavy weapon to deal with them; your bog standard bolter shouldn't be up to the task.

But what about our friends the Khorne Berzerker and Noise Marine? They both do fun stuff, but neither of them are that much more interesting than basic dudes with basic weapons. Khorne Berzerkers are interesting once they're in combat, but again, they don't ask anything different of your opponent when shooting at them. Same with Noise Marines; they get to shoot on death, but that goes off regardless of what you shoot them with. So here's two ideas that change up the thought-process of the game a bit:

#1 - Noise Marines Shoot on Wounded:
Nurgle, not unlike another jolly fellow, seems to enjoy sharing his gifts with others. With Slannesh, Nurgle seems to have shared the gift of Feel No Pain - and I get it! I get that this represents totally masochistic sensation-addicts that regularly inflict pain on themselves worse than the pain inflicted by the enemy's attacks, and that this gives them a numbness to that pain. But I think we can do more with this. What if you take the Noise Marine profile, just as it is right now, and make it that Noise Marines get to shoot whenever they lose a wound, but don't die. Specifically call out in the rule that this works even if the wound being lost would be ignored. What does this do? Well, with 2-wound models, engaging them with dmg 1 weapons means that the Noise Marines are going to be shooting you a lot. With Feel No Pain from their banner or psychic power, they also shoot you each time they make a Feel No Pain roll. D3 dmg weapons likewise draw a similar liability in that if they roll a 1 for Dmg, or a 2 and one of those wounds gets ignored, you could be seeing a LOT of shooting coming at them. Like Plague Marines, this says "hit me with something strong if you don't want these guys doing epic guitar rifts".

#2 - Khorne Berzerkers Move/Fight When Attacked:
Can't forget about our favourite psychopaths either! Khorne stuff should be scary, but direct. But just because it's direct doesn't mean it can't be used well by a clever general. Khorne cares not from where the blood flows, so long as it flows. Let's give these Murder Machines a rule where after the first time an enemy unit has finished resolving all their attacks against a unit of Khorne Berzerkers, the Berzerkers are allowed a bonus 3" move, so long as they end that move closer to the enemy unit that attacked them than before they moved. If at the end of this move, or if they are already in base contact with the enemy unit, they may fight with any models within the Engagement Range of that unit. Again, makes you want to hit them with big stuff, as little stuff just bounces off them. Also means that they get to "fight twice" in every combat even without that rule, but can potentially fight three, four, or five times if your opponent throws lots of units against them! Going with "the first time" part in the rule so that Khorne Berzerkers fighting each other doesn't end in one side or the other being butchered every single time opposing units touch each other.


So what do you think?

This message was edited 1 time. Last update was at 2020/08/17 13:24:49


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Longtime Dakkanaut






I like the idea of abilities which trigger when the marines would be wounded.

I would have it that each time a fnp is passed when being shot the noise marine can immediately shoot as if it were the shooting phase. Though it would slow the game down a lot... EG:

10 guardsmen shoot the noise marines and get 5 unsaved wounds through. the CSM player assigns it to a sonic blaster marine and rolls 2 fnp's, saves one, and then has to shoot back. then they roll 1 more, save it again, and shoot again. it's slow.

Now make it worst case scenario - 2 CSM players shooting each other with noise marines.
player 1 shoots and gets 6 wounds through
player 2 FNP's 1, shoots back, and gets a wound through.
Player 1 now rolls FNP, and fails, so shoots back.
ad infinitum.

I would instead aim for allowing noise marines removed from play by D1 weapons to make a shooting attack before they are removed. Khorne Bezerkers would be the same, only in combat and on a model-by-model basis. So if guardsmen kill 3 bezerkers, 3 beserkers fight again before they die.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ca
Longtime Dakkanaut





 some bloke wrote:
I like the idea of abilities which trigger when the marines would be wounded.

I would have it that each time a fnp is passed when being shot the noise marine can immediately shoot as if it were the shooting phase. Though it would slow the game down a lot... EG:

10 guardsmen shoot the noise marines and get 5 unsaved wounds through. the CSM player assigns it to a sonic blaster marine and rolls 2 fnp's, saves one, and then has to shoot back. then they roll 1 more, save it again, and shoot again. it's slow.

Now make it worst case scenario - 2 CSM players shooting each other with noise marines.
player 1 shoots and gets 6 wounds through
player 2 FNP's 1, shoots back, and gets a wound through.
Player 1 now rolls FNP, and fails, so shoots back.
ad infinitum.

I would instead aim for allowing noise marines removed from play by D1 weapons to make a shooting attack before they are removed. Khorne Bezerkers would be the same, only in combat and on a model-by-model basis. So if guardsmen kill 3 bezerkers, 3 beserkers fight again before they die.


Yeah, shooting on passed FnP is probably faster. However many times you make it, that's how many times you get to have a dude shoot. Good call!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Decrepit Dakkanaut




You know what Berserker Marines actually need? Access to Eviscerators or an equivalent. They hit infantry hard already but lack the tools for tougher targets. Obviously a bigger chain weapon fixes that.

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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