With base codex you're probably best just sticking to lightning claw and powerfist or chainfist, I doubt anybody would give you any issues when counting it as a powerfist if you need to drop points for some list.
You get the extra attack and the best of both worlds. At least for a lord. If you want to make it a sorcerer I would stick with either the force axe or force maul. The axe is better on it's own, but if you plan to roll on biomancy the extra strength pays off with iron arm and you're not stuck at iniative 1. Then either take a power weapon in the other hand or just keep the combi bolter to keep things cheaper.
Of course, most people don't really use terminator
HQs at all. Not in a
CAD anyway. They would use them in a terminator annihilation force ( a formation in one of the supplements), where you get the terminator upgrade for free. But then they usually give them the brand of skalatrax since you get to shoot twice in that formation. In that case the sorcerer doesn't really change, you would pick the brand instead of the bolter. The lord would switch the combi bolter with the brand and probably stick with the axe due it's
AP 2.
Though if you're not planning on getting any supplements yet, you're ok with the basic lord or sorc. I would lean towards making it a lord, since you would only have 1 psyker, which doesn't leave you with a whole lot of warp charges to work with. But either would work.
The sorcerer could cast cheaper spells and without other terminators to deepstrike with or a transport, the lord is going to have trouble getting into combat.
As for the helbrute, just stick with multimelta and powerfist, that way you're not boned when you have to stand and shoot or charge. I'd probably build the powerfists with heavy flamers, but I wouldn't necessarily actually upgrade them.
The flamers could be great, but their also 15 points. They're not a priority, but nice to have if you happen to have the points available.
Automatically Appended Next Post: Def'Bringa wrote:What is the difference for running Khorne?
What makes things limited if I run them?
If I were to choose the lightning claw and chainfist for the Lord, what would that mean? What are those weapons good for?
I'm almost certain he was referring to World Eaters. The new traitor legion supplement lets you dedicate a detachment to one of the legions and that particular one doesn't allow psykers.
Normally adding a mark of khorne just means you get rage and counterattack on that model and maybe furious charge if it joins a unit with an icon of wrath.
A sorcerer can't take a mark of khorne, but they can join any unit they want to, but only as long as they don't have a different mark of chaos.
So if you were to give the sorcerer a mark of nurgle, it wouldn't be able to join the berzerkers for example.
Running marks or not depends on your playstyle and which legion (if any) you want to be playing. And of course if you can afford to pay the exta cost.
Marks of khorne give you more attacks in close combat, but is otherwise useless. Mark of nurgle in contrast makes you harder to kill, which is almost always a good thing. I say almost always, because a powerfist or tau Railgun probably doesn't care and still wounds you just as easily as before.
In the base codex there aren't really any limitations beyond not being able to mix marks in a unit.
As for the claw and chainfist, you want both because they are specialist weapons. Normally you get an extra attack if you have two close combat weapons, but not with specialist weapons.
You do get the extra attack if you are using two specialist weapons though, which the claw and fists are. You only need one of each though.
You can have two claws, but with a claw and fist you have the exact same attacks when using the claw.
However, you now also have the option to use the fist instead if you're going up against something tougher. Be it other terminators or vehicles where the claw won't be much use.