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So moving into 9th edition I'm really hoping in the aftermath of marine doctrines, necrons now getting some kind of protocols that we'll see a return to Mark of Chaos actually doing something other than just unlocking one stratagem for that unit and allow them to be targeted by a single psychic power. Ideally I'd like to see all Chaos models go up a point or two across the board and have baked in abilities for each chosen mark. This is mostly wish listing but here's kind of what I'm thinking

When creating your army roster, each unit with the <MARK OF CHAOS> keyword must choose to replace that keyword with one of the following; KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED. Models with the PSYKER keyword cannot choose KHORNE. All INFANTRY, BIKER, HELLBRUTE, DAEMON ENGINE and CHARACTER models other than cultists and cultist champions gain the ability below associated with their chosen mark.

Might of the Berserker: A model with the KHORNE keyword improves their strength characteristic by 1.

Precognitive Sight: Each time a unit with the TZEENTCH keyword is chosen to attack in the Shooting Phase or Fight Phase you may re-roll a single failed hit and wound roll. Models with the TZEENTCH keyword have a 6+ invulnerable save.

Disgustingly Resilient: Each time a model with the NURGLE keyword loses a wound roll a D6. On a result of 5+ that lost wound is ignored.

Lethal Grace: A unit with the SLAANESH keyword always fights first during the Fight Phase even if they did not charge that turn. Each time a model with the SLAANESH keyword rolls an unmodified 6 to hit in the fight phase, that attacks scores 2 hits instead of 1.

Beseech the Dark Gods: A unit with the UNDIVIDED keyword re-rolls rolls of 1 for Combat Attrition tests. Additionally, once per battle at the start of the Battle Round, a unit with the UNDIVIDED keyword may choose to roll a D6. On a result of 4+ you may choose to replace the UNDIVIDED keyword with another <MARK OF CHAOS> instead, gaining the appropriate ability associated for the remainder of the battle round.

Thoughts? These are all in my mind baked into the cost of units already so the idea is each ability be relatively balanced and worth about the same thing. I'm not sure I necessarily accomplished that. So good idea, what would you change/modify?
   
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Lebanon NH


As far as I can tell, some of these are directly the rules they used to have in earlier editions! (I especially remember the 5+ fnp roll).

Honestly, I could see something exactly like this showing up in the next chaos codex. So, for what it's worth, good job!
   
Made in us
Fixture of Dakka





 Zeruel13 wrote:

Thoughts? These are all in my mind baked into the cost of units already so the idea is each ability be relatively balanced and worth about the same thing. I'm not sure I necessarily accomplished that. So good idea, what would you change/modify?


The problem is that most of these benefits are going to be really powerful on some units and not useful at all on others. Precognitive Sight on a cultist squad is meh. You rerolled a heavy stubber shot. Cool. Precognitive Sight on a lascannon hellbrute that has a low number of high quality attacks in multiple phases? That's really useful. Lethal Grace is pretty pointless for a unit of havocs, but those havocs want to be able to use Endless Cacophany. So if Endless Cacophany still requires a mark of Slaanesh to use, you're basically giving havocs a "mark tax" to be their most efficient. Disgustingly Resillient is good on pretty much everything, but if all marks are priced similarly, it's going to be way more efficient on a hellbrute than on a land raider.

So basically, the power of each of those mark abilities is going to vary dramatically depending on which unit you put it on meaning you'd want to cost each mark differently for each unit to avoid dramatically over/underpaying for a given mark on an inefficient unit. Additionally, some of these marks just aren't great on units that you might want to include in a fluffy monogod army. You could reasonably want to include havocs in your Khorne warband, but Might of the Berserker is kind of a non-option for them.

Beseech the Dark Gods letting you gain a mark in the middle of the game is cool and fluffy. I'd say that should be a strat, but I'm pretty sure there already is a strat for that?

Instead of giving each mark a single designated power, I propose this: you know how exarchs and harlequin characters can swap out one special ability for another? How about extending that idea to chaos marine units and unlocking ability options based on marks? So by default, Warp Talons might have that no-overwatch ability of theirs. And then depending on allegiance, you could choose to swap that out for...
Khorne - Blood Scent: Add +2" to charge rolls made by this unit on the turn it arrives from reserves if all targets of the charge are at half strength or less.
Slaanesh - Soaring Grace: This unit may advance and charge.
Nurgle - Fly-Choked Entry: Until your next Command phase, attacks made against allies within 3" of this unit suffer a -1 to hit.
Tzeentch - Arcane Talons: Enemy units suffer a -1 to saves taken against this unit's attacks (including invulnerable saves).

Those are just off the top of my head. They may be terrible. The idea is that each unit has their own set of abilities based on their god. Some abilities could be recycled between various units, but you're not forcing yourself to create a single rule that is useful for every unit in the codex. In theory, this could let you make various units fill different niches depending on the needs of a given monogod army. Maybe Nurgle already has plenty of durability buffs, so you have the warp talons fill the role of can opener with a "rusted talon" ability that hurts vehicles more. Maybe Khorne armies need a little more psychic defense so you let havocs pick a psyker within 3" of the unit they choose to shoot at and give the psyker a penalty to casting for the next turn. The idea being that they're distracting the psyker by shooting "at" him without becoming full blown snipers.


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 dk
Loyal Necron Lychguard






Correct me if I am wrong but for Daemons the only real options for mark choices for those few Daemons that don't have one already is Nurgle and Tzeentch because they're mathematically incredible compared to the alternatives. This means that units that are meant to increase the faction's ability to be played mono-deity are allegiance-locked by a rules imbalance, something pts IMO should fix.

The only thing you're going to see people take is Nurgle with this first draft of rules, because going from 2 wounds to 3 wounds will be incredible. That's just what you're going to get from baking it into the pts costs, a few exceptions like the blender Helstalker would probably exist, but this rule is all the things wrong with 8th/9th.

But what is it that you actually want to accomplish with this rule? Make CSM as badass as SM? Have the faiths and gods of Chaos have a greater effect on games? One thing I especially don't like is giving unmarked units an ability to give themselves a mark on a 4+, if I am playing a Markless army I shouldn't be given every option and incentive to change.

One thing I think would be cool is making all the DG/TS units into generic Nurgle/Tzeentch units and then introducing some Khorne and Slaanesh units. That would give the gods some more play and separate a Nurgle army from a Tzeentch army without necessarily making one a DG army and the other a TS army.
   
Made in us
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Spoiler:
Wyldhunt wrote:
 Zeruel13 wrote:

Thoughts? These are all in my mind baked into the cost of units already so the idea is each ability be relatively balanced and worth about the same thing. I'm not sure I necessarily accomplished that. So good idea, what would you change/modify?


The problem is that most of these benefits are going to be really powerful on some units and not useful at all on others. Precognitive Sight on a cultist squad is meh. You rerolled a heavy stubber shot. Cool. Precognitive Sight on a lascannon hellbrute that has a low number of high quality attacks in multiple phases? That's really useful. Lethal Grace is pretty pointless for a unit of havocs, but those havocs want to be able to use Endless Cacophany. So if Endless Cacophany still requires a mark of Slaanesh to use, you're basically giving havocs a "mark tax" to be their most efficient. Disgustingly Resillient is good on pretty much everything, but if all marks are priced similarly, it's going to be way more efficient on a hellbrute than on a land raider.

So basically, the power of each of those mark abilities is going to vary dramatically depending on which unit you put it on meaning you'd want to cost each mark differently for each unit to avoid dramatically over/underpaying for a given mark on an inefficient unit. Additionally, some of these marks just aren't great on units that you might want to include in a fluffy monogod army. You could reasonably want to include havocs in your Khorne warband, but Might of the Berserker is kind of a non-option for them.

Beseech the Dark Gods letting you gain a mark in the middle of the game is cool and fluffy. I'd say that should be a strat, but I'm pretty sure there already is a strat for that?

Instead of giving each mark a single designated power, I propose this: you know how exarchs and harlequin characters can swap out one special ability for another? How about extending that idea to chaos marine units and unlocking ability options based on marks? So by default, Warp Talons might have that no-overwatch ability of theirs. And then depending on allegiance, you could choose to swap that out for...
Khorne - Blood Scent: Add +2" to charge rolls made by this unit on the turn it arrives from reserves if all targets of the charge are at half strength or less.
Slaanesh - Soaring Grace: This unit may advance and charge.
Nurgle - Fly-Choked Entry: Until your next Command phase, attacks made against allies within 3" of this unit suffer a -1 to hit.
Tzeentch - Arcane Talons: Enemy units suffer a -1 to saves taken against this unit's attacks (including invulnerable saves).

Those are just off the top of my head. They may be terrible. The idea is that each unit has their own set of abilities based on their god. Some abilities could be recycled between various units, but you're not forcing yourself to create a single rule that is useful for every unit in the codex. In theory, this could let you make various units fill different niches depending on the needs of a given monogod army. Maybe Nurgle already has plenty of durability buffs, so you have the warp talons fill the role of can opener with a "rusted talon" ability that hurts vehicles more. Maybe Khorne armies need a little more psychic defense so you let havocs pick a psyker within 3" of the unit they choose to shoot at and give the psyker a penalty to casting for the next turn. The idea being that they're distracting the psyker by shooting "at" him without becoming full blown snipers.


That’s always been a problem with marks of chaos. Honestly, comparatively to space marines, you could make the marks of chaos free and still justify cheaper units. Furthermore, mark of Khorne should add attacks. The problem with a lot of close combat units isn’t strength it’s lack of attacks, and it would Help a lot of mediocre combat units. The mark of nurgle seems a bit OP in this case, and I wouldn’t make mark of tzeentch apply to each individual model; I would apply it to a single kiss for the whole unit. I don’t know how I would fix mark of nurgle.

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Wyldhunt wrote:
 Zeruel13 wrote:

Thoughts? These are all in my mind baked into the cost of units already so the idea is each ability be relatively balanced and worth about the same thing. I'm not sure I necessarily accomplished that. So good idea, what would you change/modify?


The problem is that most of these benefits are going to be really powerful on some units and not useful at all on others. Precognitive Sight on a cultist squad is meh. You rerolled a heavy stubber shot. Cool. Precognitive Sight on a lascannon hellbrute that has a low number of high quality attacks in multiple phases? That's really useful. Lethal Grace is pretty pointless for a unit of havocs, but those havocs want to be able to use Endless Cacophany. So if Endless Cacophany still requires a mark of Slaanesh to use, you're basically giving havocs a "mark tax" to be their most efficient. Disgustingly Resillient is good on pretty much everything, but if all marks are priced similarly, it's going to be way more efficient on a hellbrute than on a land raider.

So basically, the power of each of those mark abilities is going to vary dramatically depending on which unit you put it on meaning you'd want to cost each mark differently for each unit to avoid dramatically over/underpaying for a given mark on an inefficient unit. Additionally, some of these marks just aren't great on units that you might want to include in a fluffy monogod army. You could reasonably want to include havocs in your Khorne warband, but Might of the Berserker is kind of a non-option for them.

Beseech the Dark Gods letting you gain a mark in the middle of the game is cool and fluffy. I'd say that should be a strat, but I'm pretty sure there already is a strat for that?

Instead of giving each mark a single designated power, I propose this: you know how exarchs and harlequin characters can swap out one special ability for another? How about extending that idea to chaos marine units and unlocking ability options based on marks? So by default, Warp Talons might have that no-overwatch ability of theirs. And then depending on allegiance, you could choose to swap that out for...
Khorne - Blood Scent: Add +2" to charge rolls made by this unit on the turn it arrives from reserves if all targets of the charge are at half strength or less.
Slaanesh - Soaring Grace: This unit may advance and charge.
Nurgle - Fly-Choked Entry: Until your next Command phase, attacks made against allies within 3" of this unit suffer a -1 to hit.
Tzeentch - Arcane Talons: Enemy units suffer a -1 to saves taken against this unit's attacks (including invulnerable saves).

Those are just off the top of my head. They may be terrible. The idea is that each unit has their own set of abilities based on their god. Some abilities could be recycled between various units, but you're not forcing yourself to create a single rule that is useful for every unit in the codex. In theory, this could let you make various units fill different niches depending on the needs of a given monogod army. Maybe Nurgle already has plenty of durability buffs, so you have the warp talons fill the role of can opener with a "rusted talon" ability that hurts vehicles more. Maybe Khorne armies need a little more psychic defense so you let havocs pick a psyker within 3" of the unit they choose to shoot at and give the psyker a penalty to casting for the next turn. The idea being that they're distracting the psyker by shooting "at" him without becoming full blown snipers.
This is a really cool idea. Also a poopton of work to actually do, but this still gets my vote for being workshopped more!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
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 JNAProductions wrote:
This is a really cool idea. Also a poopton of work to actually do, but this still gets my vote for being workshopped more!


Aww, thanks! It would be a ton of work with plenty of opportunities to create some internal balance issues. Those warp talon examples I gave are almost certainly not balanced against one another, for instance. You could probably reduce the work load a bit by reusing a few of the abilities in different spots. That Khorne ability I pitched could just as easily be shared by any number of other units. The Tzeentchy one could conceivably make sense on terminators or chosen.

Or maybe codex design shifts to include more opportunities to swap one ability for another, and chaos marks just add a single ability to that list for all units. So maybe the 5 abilities the OP pitched are available to any units that can swap out one special rule for another. So warp talons would lose their overwatch canceler to gain one of the abilities the OP suggested. Havocs could give up their ability to ignore heavy weapon penalties for one of the abilities the OP suggested. Either of those units might choose from a list of several options in the first place rather than having a rule already baked into their datasheet.

shrug . I've really enjoyed swapping out exarch powers and seeing just how differently a unit can perform with the right weapon + exarch power combo. Ditto harlequins (though I haven't gotten any gams in with the new powers). I'd like to see more of that sort of thing going forward.


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
Fresh-Faced New User





Yeah I really love how aspects work right now as well, breathed some new life into my Eldar army. I really like where you're going with this. What about swapping out Death for the False Emperor? Maybe you could have a two Mark abilities for each god, one catering more to melee and one more for shooting so taking Khorne Havocs doesn't feel bad like it has in the past where you don't care about the +1 attack but maybe want to play a fluffy Khornate dedicated list.

Now this is just spit balling here with no real thought put into these abilities but some examples just show where I'm going with this

Mark of Khorne you could choose to replace DttFE with +1 to wound on a turn you charge, are charged or heroic intervene or instead re-roll 1s to wound with shooting attacks.

Mark of Slaanesh could replace DttFE with always strike first in combat or natural 6s to hit with shooting let you take another shot. Vehicles could be enemy units.

Mark of Nurgle could replace DttFE with re-roll 1s to wound in combat or -1 to hit with shooting unless they're within 18"

Mark of Tzeentch could replace DttFE with re-roll failed saving throws of 1 against ranged attacks or re-roll a single failed hit and wound roll in each fight phase

Though honestly I would like to keep the Undivided keyword as an option with some sort of ability. I'd like to be rewarded and not feel like I'm always hamstringing myself because I play an undivided legion and don't want to mark them for fluff reasons.

This message was edited 1 time. Last update was at 2020/08/20 06:05:44


 
   
Made in dk
Loyal Necron Lychguard






Giving alternate abilities for marked units does allow for more customization and an increased feeling of an army being marked by Chaos and not just being Space Marines with spikes, but it doesn't fix the disparity between SM and CSM that was introduced by Doctrines. I have already posted Chaos Doctrines here https://www.dakkadakka.com/dakkaforum/posts/list/780052.page. Renegade Chapters could get some kind of bonus in the alternate abilities system to make up for not getting any PA love.

Blessings of the Dark Gods
Presented here are WIP alternative abilities for the followers of the Dark Gods, allowing you to customise their datasheets and open up new strategies for using these most destructive and depraved warriors on the battlefield. In addition you can use the new Stratagems included in this section to grant additional abilities to the most devout followers of the ruinous powers.
Spoiler:

Chaos Lords
Any CHAOS LORD may replace the Lord of Chaos ability (if they have it) with one of the following abilities if they have the correct <MARK OF CHAOS>.

Lord of Slaughter
Lord of Plans
Lord of Decay
Lord of Pleasure

Daemon Prince
Prince of Chaos

Prince of Murder
Prince of Ambition
Prince of Despair
Prince of Passion

Exalted Champion
Aspire to Glory

Aspire to Butcher
Aspire to Evolve
Aspire to Destroy
Aspire to Denigrate

Lord Discordant on Helstalker
Aura of Discord

Aura of
Aura of
Aura of
Aura of

Master of Executions
Warp-sighted Butcher

Warp-sighted
Warp-sighted
Warp-sighted
Warp-sighted

Master of Possession
Rite of Possession

Rite of
Rite of
Rite of
Rite of

Warpsmith
Master of Mechanisms

Master of
Master of
Master of
Master of

Dark Disciples
Relic of Corruption

Relic of
Relic of
Relic of
Relic of

Greater Possessed
Locus of Power

Locus of
Locus of
Locus of
Locus of

Possessed
Writhing Tentacles

Bladed Tentacles
Fiery Tentacles
Bulbous Tentacles
Grasping Tentacles

Chaos Spawn
Mutated Beyond Reason

Mad Beyond Reason
Changed Beyond Reason
Putrid Beyond Reason
Hedonistic Beyond Reason

Raptors
Fearsome Visage

Blood-soaked Visage
Arcane Visage
Necrotic Visage
Perfect Visage

Warp Talons
Warpflame Strike

Bloodtide Strike
Warp Lightning Strike
Rotten Strike
Thirsting Strike

Havocs
Stabilisation Talons

Slashing Talons
Adaptive Talons: At the end of your turn add 1 to this unit's hit rolls for the rest of the game if this unit destroyed any units this turn.
Filth-crusted Talons
Painwreaker Talons

Coming up with names is half the battle for so many rules and I'm trying to check I'm not copying any existing names as well.

This message was edited 1 time. Last update was at 2020/08/20 07:07:39


 
   
Made in gb
Dipping With Wood Stain




Sheep Loveland

Marks have always been in a place that makes them incredibly good on certain models, but meh on others. I feel that marks should give a double bonus and a downside to using them, to help balance them and to make them useful bit not auto picks.

Mark of Khorne should grant you +1S and both +1A. This benefits a wide verity of units but obviously shooty units don't get much milage. However, with this mark you have to declare a charge if possible to do so and are unable to disingage from an existing combat.

Mark of Nurgle I feel should grant you both 5+ FnP as well as a +1T bonus. Incredible multiplier to durability, both elevating some troubles with chaos vehicles. However, all units with this mark reduce movement by 1" and half all advance rolls.

Mark of Tzeench should give all units a 6++ invulnerable (or increase it by +1 to a max of 3++) and allow the reroll of one hit roll and wound roll per phase. Downside is that any units with this mark must take a -1 to their Ld values due to the visions Tzeench grants.

Mark of Slaanesh all units can advance and charge, and will always fight first in the combat phase due to their inhuman speed/reflexes. However, heroic interventions MUST be taken if possible due to the prideful perfection they strive against others.

Mark of Undivided is the safe one to take if wanted. There is only one bonus which is characters gain +1Ld, and no downside.

Points per model/unit would be thus:
Khorne - 10pts character, 2pts per model in unit.
Nurgle - 15pts character, 3pts per model in unit.
Tzeench - 10pts character, 2pts per model in unit.
Slaanesh - 15pts character, 3pts per model in unit.
Undivided - 5pts character, 1pt per model in unit.


40k: Thousand Sons World Eaters
30k: Imperial Fists 405th Company 
   
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Okay so taking what everyone has said so far into account I went back to the drawing board. I love the idea of having some different options for each mark and I'm definitely convinced they should probably be point cost upgrades but I wanted to still be able to take the different keywords on units without having to necessarily pay for the Mark. So essentially you could have aspiring units trying to earn their god's favout but not actually marked by them yet so you could have a Khorne unit that's not yet actually marked by Khorne, they have just dedicated to him and are trying to earn his favour. So in light of that I purpose replacing the <Mark of Chaos> keyword on all our datasheets for the <Dark Allegiance> keyword. Functionally that works exactly the same as now, unlocking access to stratagems and psychic powers for the unit but not granting a Mark ability. That's now in addition and something you have to pay for again. So here's what I've got

DARK ALLEGIANCE

When creating your army roster, each unit with the <DARK ALLEGIANCE> keyword must choose to replace that keyword with one of the following: KHORNE, TZEENTCH, NURGLE, SLAANESH or UNDIVIDED. Models with the PSYKER keyword cannot choose KHORNE.

MARKS OF CHAOS
CHARACTER, INFANTRY, BIKER, HELBRUTE and DAEMON ENGINE models other than Cultists and Cultist Champions may take one of the Marks of Chaos below.

MARK OF KHORNE (5 Points for CHARACTERS AND VEHICLES / 1 Point for other models)
Models with the Mark of Khorne must choose KHORNE as their <DARK ALLEGIANCE>. The unit may roll a D3 to determine which ability their Mark grants them or alternatively they may choose one from the list below.

1. Might of the Berserker: A model with this ability adds 1 to their wound rolls on a turn they charged, where charged or heroically intervened.
2. Insatiable Bloodlust: A unit with this ability adds 1 to any advance and charge rolls that unit makes.
3. Eviscerating Volleys: A model with the ability may re-roll wound rolls of 1 for their ranged attacks if targeting a unit without the VEHICLE keyword.

MARK OF SLAANESH (5 Points for CHARACTERS AND VEHICLES / 1 Point for other models)
Models with the Mark of Slaanesh must choose SLAANESH as their <DARK ALLEGIANCE>. The unit may roll a D3 to determine which ability their Mark grants them or alternatively they may choose one from the list below.

1. Lethal Grace: A unit with this ability always fights first during the Fight Phase and may re-roll the die when advancing.
2. Masochists: Each time a Combat Attrition test is taken for this unit, it is automatically passed. Each time a model in this unit loses a wound roll a D6, on a result of 6 that wound is ignored.
3. Explosive Crescendo: Each time a model with this ability rolls a natural 6 to hit when resolving an attack with a ranged weapon, that model may make an additional attack with that weapon at the same target. These additional attacks cannot generate any further additional attacks.

MARK OF NURGLE (5 Points for CHARACTERS AND VEHICLES / 2 Points for other models)
Models with the Mark of Nurgle must choose NURGLE as their <DARK ALLEGIANCE>. The unit may roll a D3 to determine which ability their Mark grants them or alternatively they may choose one from the list below.

1. Cloud of Flies: Enemy units suffer a -1 penalty to their hit rolls if targeting this unit with a ranged weapon if they are more than 12” away from this unit.
2. Disgustingly Resilient: Each time a model in this unit loses a wound roll a D6, on a result of 5+ that wound is ignored.
3. Touch of Decay: Models with this ability re-roll 1s to wound with all melee weapons they are equipped with. Each time a model in this unit rolls a natural 6 to wound with a melee weapon, add 1 to that weapon’s damage for that attack.

MARK OF TZEENTCH (5 Points for CHARACTERS AND VEHICLES / 2 Points for other models)
Models with the Mark of Tzeentch must choose TZEENTCH as their <DARK ALLEGIANCE>. The unit may roll a D3 to determine which ability their Mark grants them or alternatively they may choose one from the list below.

1. Precognitive Sight: When a unit with this ability fires Overwatch, it hits on a roll of 5+ instead of a 6. Each time this unit is chosen to attack it may re-roll a single failed wound roll.
2. Warp Sight: Enemy units arriving from reserves cannot arrive within 12” of any models with this ability.
3. Ethereal Shield: Models in this unit have a 5+ invulnerable save. If the unit already had an Invulnerable save, they re-roll rolls of 1 when making an invulnerable

The I would also change our Beseech the Dark Gods Stratagem to 1 Command Point, choose an UNDIVIDED unit you control at the start of any Battle Round and replace its <DARK ALLEGIANCE> with another of your choice and roll a D3 on that god's Mark of Chaos. That unit has that <Dark ALLEGIANCE> and the ablity rolled for the rest of that battle round, after which they revert back to the UNDIVIDED <DARK ALLEGIANCE>.

This message was edited 1 time. Last update was at 2020/08/20 18:35:28


 
   
Made in us
Decrepit Dakkanaut




Wyldhunt wrote:
 JNAProductions wrote:
This is a really cool idea. Also a poopton of work to actually do, but this still gets my vote for being workshopped more!


Aww, thanks! It would be a ton of work with plenty of opportunities to create some internal balance issues. Those warp talon examples I gave are almost certainly not balanced against one another, for instance. You could probably reduce the work load a bit by reusing a few of the abilities in different spots. That Khorne ability I pitched could just as easily be shared by any number of other units. The Tzeentchy one could conceivably make sense on terminators or chosen.

Or maybe codex design shifts to include more opportunities to swap one ability for another, and chaos marks just add a single ability to that list for all units. So maybe the 5 abilities the OP pitched are available to any units that can swap out one special rule for another. So warp talons would lose their overwatch canceler to gain one of the abilities the OP suggested. Havocs could give up their ability to ignore heavy weapon penalties for one of the abilities the OP suggested. Either of those units might choose from a list of several options in the first place rather than having a rule already baked into their datasheet.

shrug . I've really enjoyed swapping out exarch powers and seeing just how differently a unit can perform with the right weapon + exarch power combo. Ditto harlequins (though I haven't gotten any gams in with the new powers). I'd like to see more of that sort of thing going forward.

I was thinking a system like that would be neat, so that you're not just inflating stats like they used to do.

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.
 
   
Made in us
Crazed Spirit of the Defiler





The slaanesh mark is even more stupidly powerful. Exploding 6's is pretty good but combine it with a shooting twice stratagem and you're going into OP territory.

Eviscerating Volleys should probably not effect vehicles and monsters just for balance sake.

Cloud of flies is extremely powerful. Alpha Legion remained popular for universal -1 to hit. 2pts per model is a huge buff. Discount plague marines are probably a bad idea too. If you add in DR, the only real difference is T5 and I don't think that is worth the points difference

Iron within, Iron without 
   
 
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