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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ The Iyanden book finally  gave  us an idea  of what we can expect  of the  legion/chapter/tribe/craftworld supplements, for good  or  ill:   More  pictures and fluff, some reorganization of existing  units, additions to  wargear and  psychic  powers. We can expect  it to expand a  bit  upon that, but for  now  it seems to be the blueprint.<br /> <br /> Knowing that, what would you suggest  as the core  of  new  factions? A few examples:<br /> <br /> Thousand Sons Supplement:<br /> -Unique rules for  <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> terminators (inferno bolts, possibly 2 wounds)<br /> -Up to two sorcerers  per  <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot<br /> -Unique  Psychinc discipline<br /> -Some  new  <span class="glossaryitem" onmouseover='gp(136);'>USR</span>'s added via  unique wargear<br /> <br /> Salamanders Supplement:<br /> -No access to  Land Speeders<br /> -Ability to have two meltaguns, flamers, multimeltas and heavy flamers  in regular  <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads<br /> -Tu'shan statline as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> -Unique psy-discipline, based  om Pyromancy, but with powers that don't  blow so utterly. <br /> <br /> Black Legion Supplement:<br /> -Increased  access to different cult troops as scoring  in the  same list<br /> -Unique Warlord Traits table<br /> -New wargear  for chaos  lord to represent them being Abaddon's elite <br /> <br /> Word Bringers<br /> -New wargear for Dark Apostles<br /> -Greater ability to ally with the Daemons  book (0-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and  2-3 troop limit?)<br /> -Modified Rewards  of Chaos table<br /> <br /> Speed Freaks Ork Supplement:<br /> -Units  of  bikes count as scoring<br /> -Unique Warlord table focusing  on  ignoring terrain, improving turbo-boosts and Hammer  of Wrath<br /> -Unique wargear  in the form of  special bikes and bling for your  biker Warboss.<br /> -Different Waaaagh! ability. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 15 Jun 2013 13:38:00]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ The Black Sun Speed Freaks Supplement<br /> Doesn't need to happen. The only thing it would do is give Orks an Allied Regiment so and so only an extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(60);'>IA</span> 8 Dread Mob list already grants this if you can add the cost in, because you can only take so many warbikes. a Warboss and Big Mek already have this upgrade option.<br /> <br /> Of everything the Orks don't have going for them, Their biggest Strength right now is their Speed Freaks<br /> <br /> Orks should get a Wildboyz or Freebooter Suppliment]]></description>
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				<pubDate><![CDATA[Sat, 15 Jun 2013 18:25:58]]> GMT</pubDate>
				<author><![CDATA[ Sleg]]></author>
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				<title>Re:Sub-Faction book ideas</title>
				<description><![CDATA[ Some ideas for the Imperial Guard<br /> <br /> Steel Legion: Overall a very mobile ground force to represent the steel legion and other mech heavy regiments<br /> -Lose vendettas <br /> -Chimeras can take turret autocannons for 5 points<br /> -Any infantry unit (including <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> and <span class="glossaryitem" onmouseover='gp(695);'>SWS</span>) can take a chimera as a dedicated transport<br /> -Can take grenadiers as troops (storm troopers without the special operations)<br /> -Any vehicle can be upgraded to a veteran crew giving it <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4<br /> -New warlord chart focusing on vehicle mobility (eg. any heavy vehicles can move 6+D3" instead of just 6")<br /> <br /> Catachans: Represent Catachans and other Guard forces relying on mobility and light infantry<br /> -Lose storm troopers<br /> -Veterans can take poison autoguns (<span class="glossaryitem" onmouseover='gp(123);'>str</span> x lasgun) or close combat weapons<br /> -Veterans can take an upgrade allowing them to infiltrate<br /> -Infantry squads cannot blob<br /> -Veterans, guard squads, special weapon squads, heavy weapon squads, and command squads can take an upgrade giving them move through cover<br /> -Ordinance weapons can be upgraded with prometheum shells (6 <span class="glossaryitem" onmouseover='gp(123);'>str</span>, 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, ignores cover, same range as regular shells from the same vehicle)<br /> -New warlord chart focusing on abilities such as infiltrate, scouts, and move through cover<br /> <br /> Traitor Guard: Represents all manner of professional traitor guard, men and women trained by the Imperium who turned their back on it<br /> -All units except vehicles can take marks of Chaos<br /> -Replace Lord Commissar with Champion of Chaos with similar abilities and equipment options<br /> -Replace priests with Apostate Preachers<br /> -Replace Commissars with Chaos enforcers<br /> -New elites choice, Daemonhost<br /> -New psychic powers chart<br /> -New command chart focusing more on aspects of chaos that might cause one to fall (eg. berserker, the warlord's unit gains the furious charge special rule) <br /> <br /> Planetary Defence Force: Represents relatively poorly trained and equipped PDFs<br /> -Lose access to plasma guns and lascannons<br /> -Lose Storm Troopers<br /> -Conscripts can be taken as independent troop choices<br /> -New unit, Biker gangs (swarms of guardsmen on bikes with autoguns, stub pistols, and shotguns)<br /> -New unit, Court Assassin (pretty much an assassin hired by nobles to kill other nobles, a cheap vindicare for the most part)<br /> -New <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, planetary governor (huge stubborn bubble, top of the line upgrade equipment, including power armour)<br /> -Special elite guards for a planetary governor (pretty much <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 warrior acolytes as far as equipment options go)<br /> -New Heavy weapon choice, heavy stubber]]></description>
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				<pubDate><![CDATA[Sat, 15 Jun 2013 18:33:23]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>Re:Sub-Faction book ideas</title>
				<description><![CDATA[ <b><u>Mordian Iron Guard:</b></u><br /> <br /> Special rule - <b>Volley Fire!</b> : When an enemy makes a cover or armour save against a shooting attack from a squad with this rule, subtract one from the dice roll.<br /> <br /> Special rule -  <b>Wall of Iron</b>: Units with this special rule have the Counter-Attack <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br /> <br /> <b><u>Jauran Dragoons:</b></u><br /> <br /> May not take platoons (recruited exclusively from the nobility)<br /> Veteran sergeants have +1WS and may take: <br /> <br /> Antique Pistol - 10pts (S6 AP5, +1 to pinning tests)<br /> Antique Armour - 5pts (+1 armour save in challenges)<br /> Power Rapier - 15pts (S 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4, +1 attack in challenges)<br /> <br /> Company Command Squad has the  <b>Nobility</b> special rule.<br /> <br />  <b>Nobility</b> - at the start of turn 1, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. Consult the chart below to see the effects on the company commander<br /> <br /> 1 - Inbred. -1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span><br /> 2-3 - Military family +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span><br /> 4-5 - Huntsman - +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> 6 - Man of the people +1ld<br /> <br /> In additon, the Company Commander may take a <b>Poacher</b> regimental advisor for 30 points. The poacher has the same statline as the Astropath, and makes the company command squad's shooting attacks twin-linked against infantry models whilst alive. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 15 Jun 2013 20:04:20]]> GMT</pubDate>
				<author><![CDATA[ BryllCream]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ Honestly a power rapier should be 10 points like other <span class="glossaryitem" onmouseover='gp(69);'>IG</span> power weapons and is fairly weak, +1 strength, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4, and +1 attack in a duel is probably inferior to say a power maul (+2 strength <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4) or a power lance (+1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 on the charge). If you want it to be 15 points at least make it <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 if not <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, because it is the same price as a power fist. Also, the Nobility rule should probably be replaced with a warlord chart.]]></description>
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				<pubDate><![CDATA[Sat, 15 Jun 2013 23:01:13]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ The Catachan and PDF ideas are really cool, Buttons. ]]></description>
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				<pubDate><![CDATA[Sun, 16 Jun 2013 01:45:29]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b3c1a21d9cab3e25434615960104d422.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/533838/5742868.page"><b>Sephyr wrote:</b></a><br/>The Catachan and PDF ideas are really cool, Buttons. </div></blockquote><br /> Thanks. Got any other ideas? Shame this thread isn't getting more attention, the idea of sub-factions is certainly an interesting concept.]]></description>
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				<pubDate><![CDATA[Sun, 16 Jun 2013 20:20:39]]> GMT</pubDate>
				<author><![CDATA[ Buttons]]></author>
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				<title>Re:Sub-Faction book ideas</title>
				<description><![CDATA[ I'll post what I have so far for a geno-guard squad, though it is part of a fandex I am working on.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 16 Jun 2013 22:16:50]]> GMT</pubDate>
				<author><![CDATA[ DxM Scotty MxD]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ <b>WOrld Eaters supplement;</b><br /> <br /> - <b>World eaters Surgeon</b>; Apotichary type character that gives<u> <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and Rampage</u> rules to models with the<u> Mark of Khorne or the Deamon of Khorne rule</u> in 6".<br /> is a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, but it doesn't take an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot.<br /> <br /> <b>-Extendend Wargear</b>;<br />  -<u> Collars of Khorne</u>; Deny the witch on 3+, can't be killed by <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>.<br /> - <u>Axe of Khorne</u>, Ap2 melee Weapon with additional attacks for each 6's to Hit obtained.<br />  -<u>Talisman of Burning Blood</u>, gives +1" to the assault distance.<br /> - <u>Banner of Rage</u>, the unit gains Rampage special rule, once per game units( friends and Foe) in a 8" radius gets +1 A for this combat phase.<br /> <br /> Specific<b> World Eaters Warlord trait</b> chart.<br /> <br /> 1 Biker squadron of the army can exchange their bikes with Juggernauts for +20pts per models.<br /> <br /> Deamon Engines and Dreadnoughts, can be dedicated to Khorne for +10pts, they Gain the Rampage and Counter-Attack rules.<br /> A Helldrake dedicated to Khorne, can rethrow his Vector strike dice, but must accept the second result.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 Jun 2013 11:01:17]]> GMT</pubDate>
				<author><![CDATA[ Slayer le boucher]]></author>
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				<title>Re:Sub-Faction book ideas</title>
				<description><![CDATA[ <br /> Very decent, Slayer. I'd  try another  tack for a  <span class="glossaryitem" onmouseover='gp(411);'>WE</span> book, though:<br /> <br /> -Unable to selected Chaos  Sorcerers  or Dark Apostles as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> <br /> -<b>Unique  Land Raider variant</b> Land Raider Ngrakal: <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14/14/13, armed wit  three  heavy bolters, transport capacity 16. Dedicated transport  for Khorne Berserkers, Khorne-marked Chosen and Khorne-marked terminators. Includes a dozer blade.<br /> <br /> <b>-World Eater Warlord traits:</b><br /> 1-Lord  of the Gore storm: One use  only. All Khorne-marked  units withing 12" if the Warlord gain the Fleet <span class="glossaryitem" onmouseover='gp(136);'>USR</span> for a turn.<br /> 2-Fell Duellist: In a challenge, the Warlord  gains the Rampage <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and the Feel n Pain (5+) special rule.<br /> 3-Mechanized  Assault: The warlord and his  unit treat any transport as  having the  Assault Vehicle <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. <br /> 4- Bane  of Psykers: Every time an enemy  psyker  has a  power blocked  by Deny the  With, they also suffer an S5, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>- hit. <br /> 5- Against All Foes: The Warlord and hit  unit  gaint the Rending <span class="glossaryitem" onmouseover='gp(136);'>USR</span> on all close combat attacks.<br /> 6-No Battle Too Far: One  use  only. This trait  must be declared  before rolling any reserves for that turn. Once  used, all  units arriving from reserve can assault after arriving. <br /> <br /> -<b>Khorne  berserker</b> units can have two additional models purchase  items from the  chaos melee rewards  list.<br /> <br /> -Berserker champions replaced  by Skull Champions, who can access a different  wargear list.  <br /> <br /> -<b>Devourers:</b> Khorne-marked Terminators with the  Hammer  of wrath and Furious  Charge <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> for +5  points  per  model.<br /> <br /> <b>New Wargear:</b><br /> -Istvann Banner: Once  per game, the  unit can re-roll all failed to-wound rolls with shooting  or melees attacks. Against  loyalist  marines, the  unit can also re-roll to-hit rolls in that same turn. <br /> -Collar  or Khorne: Grants a  static 4+ Deny the witch roll the the  model/unit.<br /> -Butcher Cannons become available  for Khorne-marked Havocs for 20  points. <br /> -Destroyer bandolier: The character gains  Radiation grenades (-1 Toughness)<br /> -Warhound Rhino: Vehicle  upgrade.  At the cost  of  one Hull point, the rhino can serve as an assault vehicle for that turn. All charges made out  of such vehicles  count as passing through difficult terrain. <br /> <br /> <br /> <b>Artefacts  of the 12th:</b><br /> -Unending Spite: A  power sword with the  Rend and Rampage <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>. If the character  wielding  it  loses all wounds but  is engaged  in close combat at the time, he remain is  play for one turn longer (and  cannot receive any extra wounds). During that turn, he gain 1d6 extra attacks and re-rolls all failed to-hit rolls. <br /> -<span class="glossaryitem" onmouseover='gp(27);'>De</span>'Shea Skull: One  use  only. Once  per game, the  skull can be  unleashed to destroy any Game Objective within 3". It ceases to  have any Mysterious Objective abilities and  is worth no  victory points. <br /> -HammerBlow: A  unique chaos  warbike that grants +1S, +1T and +1 Wound, as well as the Skilled Rider <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. All Overwatch rolls  of  1  made against the it and  its  unit cause the shot to hit the firing  unit  instead.  <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 17 Jun 2013 19:26:41]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Re:Sub-Faction book ideas</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b3c1a21d9cab3e25434615960104d422.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/533838/5748627.page"><b>Sephyr wrote:</b></a><br/><br /> Very decent, Slayer. I'd  try another  tack for a  <span class="glossaryitem" onmouseover='gp(411);'>WE</span> book, though:<br /> <br /> -Unable to selected Chaos  Sorcerers  or Dark Apostles as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> <br /> -<b>Unique  Land Raider variant</b> Land Raider Ngrakal: <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14/14/13, armed wit  three  heavy bolters, transport capacity 16. Dedicated transport  for Khorne Berserkers, Khorne-marked Chosen and Khorne-marked terminators. Includes a dozer blade.<br /> <br /> <b>-World Eater Warlord traits:</b><br /> 1-Lord  of the Gore storm: One use  only. All Khorne-marked  units withing 12" if the Warlord gain the Fleet <span class="glossaryitem" onmouseover='gp(136);'>USR</span> for a turn.<br /> 2-Fell Duellist: In a challenge, the Warlord  gains the Rampage <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and the Feel n Pain (5+) special rule.<br /> 3-Mechanized  Assault: The warlord and his  unit treat any transport as  having the  Assault Vehicle <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. <br /> 4- Bane  of Psykers: Every time an enemy  psyker  has a  power blocked  by Deny the  With, they also suffer an S5, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>- hit. <br /> 5- Against All Foes: The Warlord and hit  unit  gaint the Rending <span class="glossaryitem" onmouseover='gp(136);'>USR</span> on all close combat attacks.<br /> 6-No Battle Too Far: One  use  only. This trait  must be declared  before rolling any reserves for that turn. Once  used, all  units arriving from reserve can assault after arriving. <br /> <br /> -<b>Khorne  berserker</b> units can have two additional models purchase  items from the  chaos melee rewards  list.<br /> <br /> -Berserker champions replaced  by Skull Champions, who can access a different  wargear list.  <br /> <br /> -<b>Devourers:</b> Khorne-marked Terminators with the  Hammer  of wrath and Furious  Charge <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> for +5  points  per  model.<br /> <br /> <b>New Wargear:</b><br /> -Istvann Banner: Once  per game, the  unit can re-roll all failed to-wound rolls with shooting  or melees attacks. Against  loyalist  marines, the  unit can also re-roll to-hit rolls in that same turn. <br /> -Collar  or Khorne: Grants a  static 4+ Deny the witch roll the the  model/unit.<br /> -Butcher Cannons become available  for Khorne-marked Havocs for 20  points. <br /> -Destroyer bandolier: The character gains  Radiation grenades (-1 Toughness)<br /> -Warhound Rhino: Vehicle  upgrade.  At the cost  of  one Hull point, the rhino can serve as an assault vehicle for that turn. All charges made out  of such vehicles  count as passing through difficult terrain. <br /> <br /> <br /> <b>Artefacts  of the 12th:</b><br /> -Unending Spite: A  power sword with the  Rend and Rampage <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>. If the character  wielding  it  loses all wounds but  is engaged  in close combat at the time, he remain is  play for one turn longer (and  cannot receive any extra wounds). During that turn, he gain 1d6 extra attacks and re-rolls all failed to-hit rolls. <br /> -<span class="glossaryitem" onmouseover='gp(27);'>De</span>'Shea Skull: One  use  only. Once  per game, the  skull can be  unleashed to destroy any Game Objective within 3". It ceases to  have any Mysterious Objective abilities and  is worth no  victory points. <br /> -HammerBlow: A  unique chaos  warbike that grants +1S, +1T and +1 Wound, as well as the Skilled Rider <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. All Overwatch rolls  of  1  made against the it and  its  unit cause the shot to hit the firing  unit  instead.  <br /> </div></blockquote><br /> <br /> Looks solid! I'd also suggest a special unit for the World Eaters to make up for their loss of Psykers: The Teeth of Khorne<br /> <br /> They would be an upgrade to Devastators and grant the "Preferred Enemy: All" special ability.<br /> <br /> I also wrote a few Artefacts for World Eaters as well:<br /> <br /> <blockquote class="uncited"><div><br /> <b>Corrupted Butcher's Nails</b> [25 points]<br /> This model adds 1 to its Weapon Skill, Ballistic Skill, Strength and Attack characteristics. At the end of any turn in which this model did not kill an enemy model, one friendly model within 2" of the champion takes a an automatic hit from one of this model's Close Combat Weapons (your choice). If there are no friendly models within range, this model deals one hit to itself from one of its Close Combat Weapons (your choice).<br /> <br /> <b>-Slaughtertome:</b> Daemon/Mark of Khorne only. Keep track of the number of models killed by units with Daemon/Mark of Khorne. Consult the following chart; these effects are cumulative and affect units with Daemon/Mark of Khorne within 12". [45 points]<br /> <br /> 0-7- Unworthy: No effect.<br /> <br /> 8-15- Slayers: Roll an additional <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for charge range and discard the lowest of all dice rolled.<br /> <br /> 16-23- Bloodthirsty: Gain +1 Attack.<br /> <br /> 24+- Seas of Blood: Ignore Armor saves.<br /> <br /> Gauntlet of the Slayer [25 points]<br /> During a challenge, if this model deals more wounds to the enemy model than the enemy model has wounds, any excess wounds are dealt as automatic hits enemy unit within 2" using the Strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of the Champion, and with the Ignores Cover special rule<br /> </div></blockquote><br /> <br /> <br /> Curiously enough, I recently did some brainstorming on a Codex: Legions which would be a sub-faction book for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span><br /> <blockquote class="uncited"><div><br /> Legion Rules<br /> All units must take the Veterans of the Long War special rule if it is available. <br /> ---<br /> Alpha Legion: All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> and Infantry who are in Power Armor gain Infiltrate for +1 point per model.<br /> <br /> Special Unit: Special Cultists that have Infiltrate, Stealth, and Sniper Rifles<br /> <br /> Downsides: Daemons are now Allies of Convenience. <br /> ---<br /> Iron Warriors: All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> gain Tank Hunter<br /> <br /> Special Unit: Destroyers (basically the unit from Horus Heresy: Betrayal)<br /> <br /> Downsides: Daemons are now Allies of Convenience<br /> ---<br /> Thousand Sons: Can’t take anything except Thousand Sons and units with the Mark of Tzeentch. All Aspiring Sorcerers and Sorcerers gain an extra Psychic Mastery Level and may take Divination Powers. <br /> <br /> Sacred Number: A unit with a unit composition of 9 or 18 entitles one model in the unit with the Champion of Chaos to a free Gift of Mutation.<br /> <br /> Special Unit: Cult Thousand Son Terminators<br /> <br /> Downsides: May only take models with the Mark of Tzeentch<br /> ---<br /> Night Lords: All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> gain Night Vision<br /> Raptors become a Troop Choice<br /> Units and models without Terminator Armor or Bikes may take Stealth for +2 points per model<br /> <br /> Special Unit: n/a, but Warp Talons are now Scoring<br /> <br /> Downsides: Only have 2 Heavy support Slots, becomes 4 if playing 2000 pts or higher<br /> ---<br /> World Eaters: All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> and a close combat weapon may exchange it for a Khornate Chainaxe at no additional cost as long as it is represented on the model.<br /> (Khornate Chainaxe is R: Melee <span class="glossaryitem" onmouseover='gp(123);'>Str</span>: User <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Special Rules: Shred)<br /> <br /> Sacred Number: Any unit with a unit composition of 8 or 16 entitles one model in the unit with the Champion of Chaos to a free Gift of Mutation.<br /> <br /> Special Unit: Cult Khorne Berserker Terminators<br /> <br /> Downsides: No Psykers. May only take models with the Mark of Khorne. <br /> ---<br /> Death Guard: All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> may count their bolters as a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> when in combat. <br /> <br /> Sacred Number: Any unit with a unit composition of 7 or 14 entitles one model in the unit with the Champion of Chaos to a free Gift of Mutation.<br /> <br /> Special Unit: Cult Plague Terminators<br /> <br /> Downsides: May only take models with the Mark of Nurgle. Only two units of troops may take Rhinos, all other troop units in Rhinos count as Fast Attack choices<br /> ---<br /> Emperor’s Children: <br /> All models with <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> and a bolter may replace it with a Sonic Blaster for 2 points per model. Heavy Bolters may be replaced with a Blastmaster for 10 points.<br /> <br /> Special Unit: Cult Noise Terminators<br /> <br /> Downsides: May only take models with the Mark of Slaanesh<br /> </div></blockquote><br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Jun 2013 00:59:38]]> GMT</pubDate>
				<author><![CDATA[ Quintinus]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ I really  like the Teeth ability, Vlad. The  latest  CD codex seems to have remembered that  Khorne  is the god  of  war and combat, not  just  punching, and  has given  better <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and some guns to khornates. It's a fun challenge to try and think of shooty abilities for  Khorne that are still in character.  I'd  also extend the  Teeth ability to Khorne Chosen as well.<br /> <br /> The artefacts, on the  other  hand, are a bit wonky. Nice  ideas but all of them either requires book-keeping that can slow the game or are way too strong (particularly the Slaughtertome). <br /> <br /> The Gauntlet  of the Slayer is a grand  idea, but way too expensive! In  most situation it will mean 1-2 extra wound bleeding to the  nit, and that's  not quite  worth an entire  power fist.  Ten to fifteen sounds about right.<br /> <br /> I think the slaughtertome  would be a fun idea  if  its tally and reward was  limited to a single  model. Give  it to a Juggernaut  Lord, Daemon Prince  or other  heavy hitter and risk it  in  lots  of combats to see how far you can boost him before he dies  in a blaze  of glory. <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Jun 2013 01:25:02]]> GMT</pubDate>
				<author><![CDATA[ Sephyr]]></author>
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				<title>Sub-Faction book ideas</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b3c1a21d9cab3e25434615960104d422.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/533838/5749939.page"><b>Sephyr wrote:</b></a><br/>I really  like the Teeth ability, Vlad. The  latest  CD codex seems to have remembered that  Khorne  is the god  of  war and combat, not  just  punching, and  has given  better <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and some guns to khornates. It's a fun challenge to try and think of shooty abilities for  Khorne that are still in character.  I'd  also extend the  Teeth ability to Khorne Chosen as well.<br /> <br /> The artefacts, on the  other  hand, are a bit wonky. Nice  ideas but all of them either requires book-keeping that can slow the game or are way too strong (particularly the Slaughtertome). <br /> <br /> The Gauntlet  of the Slayer is a grand  idea, but way too expensive! In  most situation it will mean 1-2 extra wound bleeding to the  nit, and that's  not quite  worth an entire  power fist.  Ten to fifteen sounds about right.<br /> <br /> I think the slaughtertome  would be a fun idea  if  its tally and reward was  limited to a single  model. Give  it to a Juggernaut  Lord, Daemon Prince  or other  heavy hitter and risk it  in  lots  of combats to see how far you can boost him before he dies  in a blaze  of glory. <br /> <br /> </div></blockquote><br /> <br /> Thanks for the comments and also the constructive feedback! Yeah I wrote those a while ago but I do agree that they need some balancing. '<br /> <br /> We should get a group of Dakkanauts together to write a Codex: Legion supplement for the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> book. Especially those who feel they have been, how shall I say, "disenfranchised"? <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> It would be a good opportunity to take the weekly "boo Chaos is dumb" threads and turn it into something constructive. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Jun 2013 02:43:24]]> GMT</pubDate>
				<author><![CDATA[ Quintinus]]></author>
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