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Made in gb
Hellacious Havoc




Hear me out Dakka,

I just had this crazy idea of modifying the standard CSM Cultists unit to better integrate it fluff-wise into the (hopefully) upcoming Codex: CSM supplements for other legions.
Here are some ideas that came to mind straight away, with the reasoning behind each suggestion.

Alpha Legion Cultists

Add an option for an IG Demo-charge like wargear. Has no range, is not technically a weapon. S8 AP2, Large Blast. It comes attached to one cultist for, say, every 10 in a squad. He's your suicide bomber!
You release him like the Night Goblins release their Fanatics in WFB. He moves a random (probably d6) distance in a random direction (roll scatter, hit means you choose direction). Upon release, he becomes a separate non-scoring unit, grants no kill points in Purge the Alien, and gains FNP (maybe invul instead?).
Explodes upon base contact if it manages to successfully assault an enemy, or when it gets shot down (explodes on the spot, place the template on the model and no scatter). Model removed regardless of the source when the bomb goes off, FNP or not.

Add in an option for infiltrating cultists, and voila: Guardsman Marbo a la Heresy.

Well, it is fairly straightforward. The Alpha Legion uses extensive networks of cults all around the Imperium to operate its guerrilla tactics. They are, essentially, our modern-day terrorists (as per common use in English today. For the "true" terrorists, see Night Lords) and while the lives of their more able operatives may be of value to the legion, the average crazy psychopath means less than nothing to them as with the other legions!

Word Bearers Cultists

Option to add an "Apostle" character for squads of 30+ and with a Mark. So long as that character, which is no different than a regular cultist in wargear and stats, is alive, the squad can sacrifice its own to summon troop daemons of their alignment.
Say, 2d3 + 1 sacrifices every movement turn (the unit can do nothing else at all that turn, but they still count as scoring) to summon the same number of daemons as per the Portalglyph rules from Codex: Daemons. The unit becomes Fearless while they are busy in worship.

This being Chaos and all, any double on the sacrifice rolls should probably do something horrifically random and FUN.

The Word Bearers are the "priests" of the traitor legions. If you read the HH book Know No Fear, what they did to summon daemons to Calth was no different than what I suggest here. Makes sense fluff-wise, and with careful planning of the costs, can be quite fun to play!

Iron Warriors Cultists

Replace the cultist stats, wargear and rules with IG Penal Legion platoon stats, autoguns instead of lasguns, and rules (minus scouts). Name them "Slave Soldiers" or something (whatever it is, just read them as: CANNON FODDER). Drop the armour, they wear none (or maybe 6+). Can't take any marks, retain options for flamers and heavy stubbers. They also retain the Desperadoes special rule, just call it something else, it tells you what role they had in the Guard army that you "liberated" them from.

The Iron Warriors Legion often uses unwilling slaves captured from previous battles as cannon fodder, and in great numbers too! Being siege specialists, they tend to herd them towards the enemy big guns in order to draw lines of fire, or test the enemy's defences. I believe this unit represents their use of the mortal hordes well.

Night Lords Cultists

No such thing. Nope. Remove.

...Preysight.

Black Legion

As is.

World Eaters or Khorne, in general

No option for Autoguns (Duh.) or Heavy Stubber. Comes with pre-purchased Mark of Khorne (Duh again. Maybe on a discount?). Furious Charge.

Death Guard or Nurgle, in general

Typhus' Plague Zombies should work fine.

Emperor's Children or Slaanesh, in general

Pre-purchased MoS (See Khorne) and Fleet. Don't know what else, got to give them something negative. Minus Leadership?

Tzeentch

No, not Thousand Sons

Standard MoT.
Level 1 Sorcerer champion with standard Cultist wargear. Must roll on Tzeentch Powers. The unit suffers Perils of the Warp wounds like with a brotherhood of sorcerers rule, but not exactly since everything "psyker" goes if the champion dies.
More expensive cost to compensate.

So, how do you like these?
C&C welcome and looking forward to hearing your ideas.


This message was edited 2 times. Last update was at 2013/11/04 00:57:11


 
   
 
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