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Made in se
[DCM]
Social Justice Death Knight






The burning pits of Hades, also known as Sweden in summer

These psychic powers would be available to all CSM sorcerers regardless of whether they are Marked or not, and if you take only Undivided powers (for Psychic Focus) you are not required to take the usual 1 mandatory power to match your Mark.

Primaris: Warp Reality (WC1)

The Sorcerer brings the Warp dangerously near the psychic border to realspace. The pressure causes reality to be torn and cracked, twisting reality and tormenting the minds of those who dare observe.

This power is a Blessing that targets a single friendly unit within 18" and lasts a full game turn. While the power is in effect, the unit treats all terrain as open when moving (though cannot end their move inside Impassable Terrain). In addition, all shooting attacks selecting the unit as a target suffer a -1 BS penalty.


1-2: Void Prison (WC2)

The Sorcerer rips a tear in realspace that sucks in the foe and traps them between worlds for an impossibly brief moment, disorienting even the hardiest veterans.

This power is a Malediction that targets an enemy unit within 24" and lasts for a full game turn. While the power is in effect, all of the unit's movement (including running, charges and falling back) is halved.

3-4: Hellscream (WC2)

The Sorcerer opens his mouth and lets the raw noise of the Immaterium emerge, blasting the foe with every sound in and beyond imagination.

This power is a Malediction that targets a single enemy unit within 24" and lasts for one full game turn. The target unit must immediately take a Pinning test and, if passed, a Morale check. In addition, it suffers the effects of Concussive and Strikedown.

5-6: Doomfire (WC2)

The Sorcerer summons black, sentient fire from the depths of the abyss. These surreal flames burn not with the heat of reality but the chill grasp of death, scorching the strong of mind and incinerating the weak.

This power is a Witchfire that targets a single enemy unit. It is fired as a ranged weapon with the following profile:

Range: Template
Assault 1
Strength 8 AP2
Flame of Souls: This attack rolls to wound against the enemy's Leadership score rather than their Toughness. In the case of mixed values in a unit, use the majority.

This message was edited 9 times. Last update was at 2016/01/11 12:01:09


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Made in us
Khorne Veteran Marine with Chain-Axe




Bodt

Wounding against LD rather than Toughness will almost universally make it harder to wound...maybe against specific GCs it could work? Not sure what Wraithknight/Stormsurge LD is but then, good luck getting close enough to template them.

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Made in us
Shrieking Guardian Jetbiker




San Diego, CA

It's an AP2 flamer that's going to wound pretty well or at least average against a majority of things in the game I believe. I'd make it str 9 maybe, but wouldn't push it beyond that.



"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal 
   
Made in ru
!!Goffik Rocker!!






Needs something more to justify a flamer with 2 WC cost. I'm playing orks and power vomit - that's a s7 ap2 flamer is a very underwhelming power. Yep, i know, sorc will be more mobile and harder to kill but ld8 is pretty rare on something important in current meta.

Or at least make it WC1 and place first. Cause other powers are very good. Every tree needs something mediocre, right?

On the other hand, it can wreck face with LD modification lists. So, i'd probably go with something less mediocre/exploitable. Maybe give up the ld based damage and make it ap3 fleshbane orsomething like this?

This message was edited 4 times. Last update was at 2016/01/12 18:17:43


 
   
Made in us
Decrepit Dakkanaut




Another justification might be Torrent.

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
Missionary On A Mission



Northern CO

Actually, at WC2, make it S3 AP3 Rending, Fleshbane, Armourbane and it'd probably be solid. (Armourbane mostly so walkers/tanks don't entirely laugh at it, not because they're the intended targets)

Wounding against Ld is almost universally a step down - consider that most of the annoying models are Ld 10.
   
Made in gb
Thrall Wizard of Tzeentch





Eye of Terror.

I don't think it's bad as it is. Considering it's template, it's meant for fighting hordes, which will generally be lower Ld than 10, going as low as 5. Even Ld 8 SM might have trouble. It's just not for use against Characters, MCs, GCs and Vehicles.

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Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Actually, instead of bloating up our book with yet another 'mini-lore', I feel that Malefic is itself pretty much the ideal "Lore of Chaos Undivided".
I would however make the shooting powers a bit deadlier, and swap out the Herald summoning power for a Malediction. Also allow for Cursed Earth to function as Deep Strike mitigation for any Chaos Faction unit in general. (Re: allow Termies & Raptors to benefit too!)

Go this route, (with the main 'Undivided' lore in the rulebook), and thus allow for the 3 God specific lores to be properly fleshed out to a full 6 spells + Primaris.

What peeves me off the most as a Chaos player currently, is that we have the worst & blandest lores in the entire game!
If those Loyalist scum are getting their own full spell lores, then by default we should be getting ALL of our various unique lores treated equally.


Hence, I'd probably go with a re-invented Malefic Lore as something like:
Primaris: Summoning - no changes to current rules

1. Cursed Earth - change to "any friendly models with the Chaos faction will not scatter when arriving from Deep Strike Reserve so long as the first model is placed within 12" of the Psyker."

2. Dark Flame (Witchfire - WC 1)
Template S6/ap4 Assault 1, Soul Blaze, Torrent

3. Infernal Gaze (Beam - WC 1)
18" S4/ap1 Assault 1, Armourbane, Ignores Cover, Warptouch*
*A non-vehicle model wounded but not killed by an attack with this rule, must immediately pass a Toughness test or else suffer an additional D3 wounds with no armour or cover saves allowed

4. Writhing Worldscape (Malediction - WC 1)
The caster summons forth the raw energies of Chaos itself, and begins to reshape the ground about his enemies into terrible & horrific new forms that defy the very laws of nature.
Target a single enemy unit within 18" of the Psyker. A unit or Vehicle afflicted by this power treats all Terrain - including open terrain as Dangerous Terrain and may only move D6" in their Movement phase.
If the unit is already in Dangerous Terrain, then they will fail any tests on a roll of 3 or less.

5. Incursion - no changes to current rules.

6. Possession - no changes to current rules.

Also add to the Lore's rules that any Psyker with the Chaos faction will only suffer Perils of the Warp on a double 6.

This message was edited 2 times. Last update was at 2016/01/15 16:06:00


 
   
Made in se
[DCM]
Social Justice Death Knight






The burning pits of Hades, also known as Sweden in summer

Experiment 626 wrote:
Actually, instead of bloating up our book with yet another 'mini-lore', I feel that Malefic is itself pretty much the ideal "Lore of Chaos Undivided".


The thing about Malefic is that just about everyone can use it.

This lore is unique to CSM as it requires actual sorcery on a level you can't really do and not be a heretic.

This message was edited 1 time. Last update was at 2016/01/16 18:31:10


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Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 Ashiraya wrote:
Experiment 626 wrote:
Actually, instead of bloating up our book with yet another 'mini-lore', I feel that Malefic is itself pretty much the ideal "Lore of Chaos Undivided".


The thing about Malefic is that just about everyone can use it.

This lore is unique to CSM as it requires actual sorcery on a level you can't really do and not be a heretic.


I don't think you can actually get much more heretical than summoning Daemons...
While others can use the generic 'Chaos lore', they also suffer greatly for it. Chaos on the other hand has mastery over this form of raw sorcery and thus, we don't peril nearly as readily.

Besides, why should the two armies that epitomise the power of raw magic itself be the only ones restricted to a half-baked demi-lore compared to everyone else? If Eldar, Tyranids, Orks, Dark Angels, Space Wolves, Blood Angels, Grey Knights et all get their own proper spell lores, then Chaos should as well.
No more of this second-class BS where all of our stuff is automatically inferior because... "Chaos."

 
   
Made in se
[DCM]
Social Justice Death Knight






The burning pits of Hades, also known as Sweden in summer

Experiment 626 wrote:


I don't think you can actually get much more heretical than summoning Daemons...
While others can use the generic 'Chaos lore', they also suffer greatly for it. Chaos on the other hand has mastery over this form of raw sorcery and thus, we don't peril nearly as readily.


CSM don't get a daemonology bonus, only demons do. Ahriman is no better at daemonology, gamewise, than a Weirdboy is.

Besides, why should the two armies that epitomise the power of raw magic itself be the only ones restricted to a half-baked demi-lore compared to everyone else? If Eldar, Tyranids, Orks, Dark Angels, Space Wolves, Blood Angels, Grey Knights et all get their own proper spell lores, then Chaos should as well.
No more of this second-class BS where all of our stuff is automatically inferior because... "Chaos."


I'd be fine with adding more powers. These four were just the ones I've made so far.

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