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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ Just some musings based in part on a homebrewed <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> dex I'm a fan of and my own ideas:<br /> <br /> Not like this is going anywhere, but figured it would be a fun exercise. I'm sure there are some over/underpowered things I didn't think about too much, but I just typed as I went down the line.<br /> <br /> Please share your thoughts. I'd especially love to hear what sort of unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you'd come up with if you were given the chance.<br /> <br /> <br /> <u><b>Additional Army-wide Rule:</b></u><br /> <br /> Goreblessed: All units capable of taking a Mark of Khorne must do so, but at no additional cost. Units with the Daemon special rule automatically receive the Daemon of Khorne upgrade for no additional cost.<br /> - Rationale: This is functionally reducing the cost of all the units from Codex: Chaos Space Marines, which I think goes a long way toward freeing up points for upgrades and thus actually allow units in this army other than D-Thirster and Juggerlord to do some damage beyond low strength, no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> attacks. In addition, we've lost so many units from the core codex, I feel like there has to be some sort of worthwhile trade-off. So much take and very little give. Blood Tithe is useful, but inconsistent.<br /> <br /> <u><b>Force Organization Changes:</b></u><br />  <br /> <u><b>Imperial Armour</b></u>: The following units may be included in a Khorne Daemonkin army, replacing any instance of Daemonic Instability with Fearless, and receiving the Blood for the Blood God! special rule and Skulls for the Skull Throne! If they are a character.<br /> <br /> -        Chaos Warhound Titan<br /> o   Must purchase the Dedication to Khorne upgrade<br /> <br /> -        Chaos Reaver Titan:<br /> o   Must purchase the Dedication to Khorne upgrade<br /> <br /> -        Chaos Land Raider Proteus<br /> <br /> -        Chaos Land Raider Achilles<br /> <br /> -        Chaos Spartan Assault Tank<br /> <br /> -        Chaos Storm Eagle Assault Gunship<br /> <br /> -        Chaos Dreadclaw Drop Pod<br /> <br /> -        Chaos Kharybdis Assault Claw<br /> <br /> -        Ferrum Infernus Chaos Dreadnought<br /> o   Must purchase the Dedication to Khorne upgrade<br /> <br /> -        Chaos Contemptor Dreadnought<br /> o   Must purchase the Dedication to Khorne upgrade<br /> <br /> -        Greater Brass Scorpion of Khorne<br /> <br /> -        Blood Slaughterer of Khorne<br /> <br /> -        Chaos Decimator<br /> o   Must purchase the Dedication to Khorne upgrade<br /> <br /> -        An’ggrath the Unbound<br /> <br /> -        Uraka ‘The Warfiend’, Daemon Prince of Khorne<br /> <br /> -        Spined Chaos Beast<br /> o   Must purchase the Daemon of Khorne upgrade<br /> <br /> -        Giant Chaos Spawn<br /> <br /> -        Zhufor, the Impaler<br /> o   Rationale: I think these all belong in the army. Nothing but transports and daemonic units. Nothing too shooty. I guess titans of Khorne belong on the list, too.<br /> <br /> <b><u> <br /> Formations:</u></b><br /> <br /> -        Add the option to take this formation as part of the Khorne Daemonkin Faction<br /> -        Helbrute Mayhem Pack, Helbrute Murderpack, Helcult Formation:<br /> o   Add the Blood for the Blood God! and Skulls for the Skull Throne! special rules, where applicable<br /> <br /> -        Fist of Khorne:<br /> o   Chaos Kharybdis Assault Claw: change the faction of the unit to Khorne Daemonkin, and add the Blood for the Blood God! special rule to the unit entry<br /> o   Hungry for Blood: add the following sentence to the special rule:<br /> §  This includes the turn they arrive on the table.<br /> o   Rationale: Book-keeping. No reason the Kharybdis shouldn’t have BFtBG, and the extra wording just clarifies the way the rule already works.<br />  <br />  <br /> <b><u>Wargear Changes:</u></b><br /> <br /> -        <b><u>Artefacts of Slaughter:</u></b><br /> <br /> o   The Brazen Rune: reduce cost to 10 points<br /> <br /> o   The Skull-helm of Khorne: reduce cost to 5 points<br /> §  Change: Available to Chaos Lord, Warpsmith, and Dark Apostle<br /> <br /> o   The Blood-forged Armor: reduce cost to 45 points<br /> §  Change: Available to every <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice capable of taking artefacts<br /> <br /> o   The Blade of Endless Bloodshed: reduce cost to 25 points<br /> §  Change: Available to every <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice capable of taking artefacts<br /> <br /> o   Kor’lath, the Axe of Ruin:<br /> §  Change the wording such that the summoned Bloodthirster arrives in gliding mode.<br /> §  Allow the summoned Bloodthirster to charge in the following additional ways:<br /> ·       Is able to charge in the same phase it was summoned if the bearer was killed by Overwatch shooting<br /> ·       Is able to charge in the controlling player’s turn immediately following the opponent’s turn in which the Bloodthirster was summoned<br /> o   Rationale:<br /> §  They were mostly just too expensive for what they did. I suppose their rules could be changed instead, and leave them at their previous costs. A daemon weapon would fit right in. Kor’lath really needs to work similar to the way I’ve written it, and many of us interpret the intent to be anyway.<br /> <br /> -       <u> <b>Melee weapons:</b></u><br /> o   Chainaxe: Reduce cost to 5 points<br /> o   Axe of Khorne: Reduce cost to 20 points<br /> o   New entry: Blade of Blood : 20 points<br /> o   Rationale:<br /> §  Chainaxe and Axe of Khorne were too expensive, and Blade of Blood had no reason being absent in the first place.<br /> <br /> -       <b> <u>Gifts of Khorne:</u></b><br /> o   Juggernaut of Khorne: Reduce cost to 35 points<br /> §  Rationale: Well this is my preference, but the cost in Codex: Chaos Space Marines was cheaper, and in no way overpowered for the points spent considering what a Thunderwolf mount gets you. Our biggest issue is overpriced units/upgrades, this choice helps remedy that for an effective upgrade for our characters which otherwise borders on not worth it due to cost (at times).<br /> <br /> -       <b> <u>Vehicle Equipment:</u></b><br /> o   New entry: Dirge Caster: 5 points<br /> o   New entry: Dozer Blade: 5 points<br /> o   Rationale:<br /> §  Stupid that they weren’t included. There’s nothing in the Dirge Caster’s description that suggests it’s Slaaneshi in origin.<br /> <u> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br />  </b></u><br /> Bloodthirster of Unfettered Fury, Bloodthirster of Insensate Rage, Wrath of Khorne Bloodthirster<br /> -        Add the ability to purchase wargear from the Artefacts of Slaughter section of the wargear list<br /> -        Rationale:<br /> o   There’s no reason they shouldn’t be able to take Artefacts of Slaughter. They can’t take Kor’lath, so no shenanigans.<br /> <br /> Daemon Prince<br /> -        Add the ability to purchase the Axe of Khorne and Blade of Blood wargear at the costs listed in the Melee Weapons section<br /> -        Reduced upgrade cost: 10 points for an Axe of Khorne<br /> -        Rationale:<br /> o   There’s no reason they shouldn’t be able to take weapon upgrades as they were able to in Codex: Daemons. It’s a  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> Daemon Prince we’re talking about. They should have impressive artefacts from their history of service to Khorne. They’re not just some shmuck Bloodletter. They miss out on the rewards, so some weapon upgrades give them a few more options for the cost. Reduced upgrade reflects the price they pay in Codex: Daemons.<br /> <br /> Skulltaker<br /> -        Add the ability to purchase the Juggernaut of Khorne wargear<br /> -        Rationale:<br /> o   There was no reason for Skulltaker to lose the juggernaut option. That was a really stupid omission.<br /> <br /> Herald of Khorne:<br /> -          Add the text from Codex: Daemons which allows 4 heralds to be taken per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot.<br /> -          Reduced upgrade cost: 10 points for an Axe of Khorne<br /> -          Rationale:<br /> o   There’s no reason they shouldn’t be able to take weapon upgrades as they were able to in Codex: Daemons, or use the 4-per-<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> rule. They miss out on the rewards, so some weapon upgrades are not out of order.  Reduced upgrade reflects the price they pay in Codex: Daemons for a Lesser Reward.<br />  <br /> Add Karanak to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section<br /> -          Same cost, rules, and stats as in Codex: Daemons, but replace Daemonic Instability with Fearless, and add Blood for the Blood God! And Skulls for the Skull Throne! Special rules to his profile.<br /> -          Rationale:<br /> o   There’s no reason he should be absent from the codex. He’s a shoe-in.<br /> <br /> Add Skarbrand to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section<br /> -          Same cost, rules, and stats as in Codex: Daemons, but replace Daemonic Instability with Fearless, and add Blood for the Blood God! And Skulls for the Skull Throne! Special rules to his profile.<br /> -          Rationale:<br /> o   Can be argued he doesn’t belong, but since there are Daemonkin warbands which worship Skarbrand, I say he does belong. Furthermore, he doesn’t need Khorne’s favor to be a part of the army. He’s not being summoned, he’s leading his slaves.<br /> <br /> Add Kharn to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section:<br /> - Same cost, rules, and stats as in Codex: Chaos Space Marines, but add the Blood for the Blood God! and Skulls for the Skull Throne! rules in place of Champion of Chaos<br /> - Rationale: can be argued he doesn't belong in the codex for one reason or another, but I always believe in options which provide the player with the most options. Kharn isn't overpowered, for one. For another, the narrative can adapt to his presence. So he doesn't live to worship daemons, but who's to say his wanton slaughter wouldn't incidentally spawn daemons of Khorne in his wake? It really doesn't need to be more complicated than that. If players have a problem with it, they can proxy a character of their own design/aesthetic and use Kharn's rules. No one's feelings need be hurt. Win-win.<br /> <br /> Add Warpsmith to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section<br /> -          Same cost and stats as in Codex: Chaos Space Marines, but receives the requisite Blood for the Blood God! and Skulls for the Skull Throne! special rules<br /> -          Is able to purchase upgrades from the Artefacts of Slaughter, Special Issue Wargear and Gifts of Khorne sections of the wargear list.<br /> o   May not take a jump pack.<br /> -          Rationale:<br /> o   Why wouldn’t a Warpsmith be a part of a Khorne Daemonkin warband? The warband’s vehicles and weapons occasionally need serious maintenance, they probably want to bind daemons into weapons and daemon engines – and they carry an axe, for Khorne’s sake! Unlike their pitiful incarnation in C:<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, I see no reason they shouldn’t be able to take stuff like bikes and Juggernauts if Techpriests and Iron Priests can take bikes and Thunderwolf mounts, respectively. The mobility would make them far more useful in every way. Jump pack and their Mechatendrils wouldn’t really be feasible at the same time, so that’s out.<br /> <br /> Add Dark Apostle to the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section<br /> -          Same cost and stats as in Codex: Chaos Space Marines, but receives the requisite Blood for the Blood God! and Skulls for the Skull Throne special rules<br /> -          Is able to purchase upgrades from the Artefacts of Slaughter, Special Issue Wargear and Gifts of Khorne sections of the wargear list<br /> -          Rationale:<br /> o   Read the background information in the Dark Apostles section of C:<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. They make perfect sense in a Khorne Daemonkin army. Who is inspiring and inciting the Cultists and everyone else to follow Khorne in the first place? Yeah. The Dark Apostles. Again, I see no reason they shouldn’t be able to receive the blessings of their patron in the form of Juggernauts, Brass Collars, etc. They are not an overpowered unit.<br /> <br /> Add a unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice to the army<br /> -          Role/stats to be determined<br /> -          Anti-psyker is my preference, see Khornate Spellbreaker for my rough draft<br /> -          Rationale:<br /> o   Every army should have at least one unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Having zero is bull <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> . Doesn’t have to be my arguably <span class="glossaryitem" onmouseover='gp(280);'>OP</span> creation, but I mean, c’mon…<br />  <br /> [<b>u]ELITES:[/u]</b><br /> <br /> Add Chosen to the Elites section<br /> -          Replace the text for replacing weapons with the following:<br /> o   Any model may take items from the Melee Weapons and/or Ranged Weapons wargear lists<br /> -          The whole unit may take Melta bombs: 5 points/model<br /> -          The whole unit may take one of the following:<br /> o   Jump packs: 3 points/model<br /> o   Bikes: 7 points/model<br /> o   Juggernauts of Khorne: 15 points/model<br /> -          Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports: 80 points<br /> -          Add Chaos Land Raider to the list of Dedicated Transports<br /> -          Rationale:<br /> o   Don’t really see a good reason why they aren’t in the book. If there are Lords, there can be Chosen. As far as the weapons, these are the elite soldiers of the army, with access to the best wargear. Look at the unit entry for Wolf Guard in Codex: Space Wolves. Better in every way except Chosen come with Boltguns. These options allow for the same versatility as their wolfy equivalents. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place.<br /> <br /> Add Mutilators to the Elites Section:<br /> -          Rationale:<br /> o   Don’t really see a good reason why they aren’t in the book. Their background fits perfectly with Khorne Daemonkin.<br /> <br /> Chaos Terminators:<br /> -          Add Axe of Khorne and Blade of Blood to the options available to replace the Terminator Champion’s power weapon<br /> -          Rationale:<br /> o   A unit champion is a unit champion. There’s no good reason to exclude the Terminators when other unit champions with melee weapon upgrades have access to the Axe of Khorne.<br /> <br /> Possessed:<br /> -          Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports: 80 points<br /> -          Rationale:<br /> o   An expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. They are buffed particularly well by the Goreblessed army rule.<br /> <br /> Bloodcrushers<br /> -          Reduce unit cost to 120<br /> -          Reduce cost per additional Bloodcrusher to 40<br /> -          Rationale:<br /> o   They’re too expensive, as-is.<br /> <br /> Helbrute:<br /> -          Move the Helbrute to the Elites section from the Heavy Support section<br /> -          Crazed:<br /> o   Change the Crazed results to the following for the d3:<br /> §  1: Mad Dash: The Helbrute may not fire any weapons this shooting phase, and is able to charge after making a run move. If possible, the target must be a unit that caused one or more glancing or penetrating hits on the Helbrute in the previous turn; if not, the target must be the nearest visible enemy.<br /> §  2: Rising Fury: Unchanged<br /> §  3: Blood Rage: Combine the effects of Mad Dash and Rising Fury<br /> o   Rationale:<br /> §  Well, I honestly don’t think I’ve done that good a job here. The Crazed table is really stupid to begin with for a unit that is partially designed for shooting and pays quite a bit for those upgrades. Needs more thought.<br /> <br /> <u><b>TROOPS:</b></u><br /> <br /> Chaos Space Marines:<br /> -          Add Power Weapons and Chainaxes to the list of wargear upgrades available to the unit, allowing them to take one upgrade per 5 models in the unit. The unit can still take 1 special weapon at 5 and another at 10 models, but those use up upgrade slots available for power weapons.<br /> -          Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken<br /> -          Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports<br /> -          Rationale:<br /> o   Gives them some punch in combat without stepping on Chosen toes in terms of Lightning Claws, Power Fists, Axes of Khorne, or Blades of Blood. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.<br />  <br /> Berzerkers:<br /> -          Replace the Close Combat Weapon wargear entry with Chainaxes<br /> -          Replace the option for 2 Berzerkers to take Plasma Pistols with the option to take Power Weapons<br /> -          Add the option to purchase a Banner of Blood for 15 points, which prevents purchase of an Icon of Wrath if taken<br /> -          Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports<br /> o   Reduce cost to 80 points<br /> -          Rationale:<br /> o   Rather than reducing the price, adding to their power a bit seemed like the right move here. Default AP4 Chainaxes make them preferable to annihilate hordes in ways that <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> aren’t able to, and yet they can only take 2 power weapons regardless of size so that the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>’s ability to take 4 total in a unit of 20 is unique, but so is the ability to take 2 power weapons in a min squad for ‘zerks. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.<br />  <br /> <b><u>FAST ATTACK:</u></b><br /> <br /> Chaos Bikers:<br /> -          Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken<br /> -          Rationale:<br /> o   I think in general bikers are just fine. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.<br /> <br /> Raptors:<br /> -          Add Power Weapons to the list of upgrades 2 models from the unit are able to purchase<br /> -          Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken<br /> -          Rationale:<br /> o   The power weapons option gives some purpose to take Raptors over Bikers, though it’s still not a great one. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.<br /> <br /> Warp Talons:<br /> -          Increase base unit cost to 180 points<br /> -          Increase cost per additional Warp Talon to 34 points<br /> -          Replace Warpflame Strike with the following rule:<br /> o   Rift Ambush: A unit of Warp Talons is able to charge on the turn it arrives from Deep Strike Reserve<br /> -          Rationale:<br /> o   Makes Warp Talons really good, and fits with what they’re supposed to be. They benefit quite a bit from the Goreblessed rule. Up their cost slightly to reflect their newfound ability.<br /> <br /> Heldrake:<br /> -          Add the Skull Cannon option to replace the Hades Autocannon: Free<br /> -          Rationale:<br /> o   Adds a little versatility to the Heldrake’s role.<br />  <br /> <u><b>HEAVY SUPPORT:</b></u><br /> <br /> Forgefiend:<br /> -          Reduce unit cost to 160 points<br /> -          Reduce cost of additional Ectoplasma Cannon to 20 points<br /> -          Rationale:<br /> o   I think they’re currently overpriced.<br /> <br /> Defiler:<br /> -          Reduce unit cost to 170 points<br /> o   This unit is blatantly overpriced.<br /> <br /> Chaos Land Raider:<br /> -          Reduce unit cost to 200 points<br /> -          Remove the 2 Twin-Linked Lascannon sponsons from the unit entry<br /> -          Add the option to add the following sponson options:<br /> o   2 Heavy Flamers: 10 points<br /> o   2 Twin-Linked Heavy Bolters: 10 points<br /> o   2 Twin-Linked Lascannons: 20 points<br /> o   2 Reaper Autocannons: 15 points<br /> o   2 Multi-meltas: 25 points<br /> -          Add the option to take Frag Assault Launchers: 5 points<br /> -          Rationale:<br /> o   The Land Raider isn’t that great of a vehicle. The point is an AV14 assault transport, not the guns. However, they’re still an option, and expanded because Godhammer just doesn’t make sense to me.<br />  <br /> <u><b>LORDS OF <span class="glossaryitem" onmouseover='gp(410);'>WAR</span>:</b><br /> </u><br /> Lord of Skulls:<br /> -          Reduce unit cost to 650 points<br /> -          Rationale:<br /> o   This unit is blatantly overpriced.<br /> <br />  Kytan Daemon Engine of Khorne:<br /> -          Reduce unit cost to 430 points<br /> -          Replace the Unstoppable Slaughter special rule with the following:<br /> o   Indiscriminate Slaughter: The Kytan may charge a different target during the assault phase than it shot at during the shooting phase<br /> -          Rationale:<br /> o   It’s too expensive. Unstoppable Slaughter really gimps him if he wants to shoot anything. Indiscriminate Slaughter adds a little versatility to the unit.<br /> <br /> Samus, Daemon Prince of the Ruinstorm:<br /> -          Reduce unit cost to 300 points<br /> -          Rationale:<br /> o   He’s too expensive to begin with, and especially since his Daemonic Instability modifiers are totally useless in this army, there we have it. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 22:37:12]]> GMT</pubDate>
				<author><![CDATA[ Wolf_in_Human_Shape]]></author>
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				<title>Re:Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ This is what i want!]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 10:47:36]]> GMT</pubDate>
				<author><![CDATA[ Brutallica]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ Some good ideas here! Personally, the only big change that was on my wish list was to remove the possessed marine requirement from slaughtercult (or replace it with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/bezerkers).]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 15:09:16]]> GMT</pubDate>
				<author><![CDATA[ HuskyWarhammer]]></author>
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				<title>Re:Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/681502/8481173.page"><b>Brutallica wrote:</b></a><br/>This is what i want!</div></blockquote><br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/681502/8481536.page"><b>HuskyWarhammer wrote:</b></a><br/>Some good ideas here! Personally, the only big change that was on my wish list was to remove the possessed marine requirement from slaughtercult (or replace it with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/bezerkers).</div></blockquote><br /> <br /> I'm glad you both like it! I'm obviously biased, but I think the changes are pretty reasonable given the power level of today's game.<br /> <br /> For <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> and giggles, I made some of my own relics:<br /> <br /> <b>Dominator</b>: 60 points<br /> - <i>This potent daemon weapon takes the form of a massive hammer, its head glowing red with the rage of dozens of daemons bound within it. Eons ago, Khorne saw fit to hold a tournament of fights to the death in which the loser of each fight was bound to the hammer. Each loss exponentially increased its power as more powerful servants advanced in the tournament, only to be laid low by greater adversaries. Legends claim the brash champion of the tournament challenged Khorne himself, who promptly lifted the weapon and splattered him with a single downward swing. The blood god bound the winner's essence to the weapon before hurling it from his sight. Wars have been fought to claim possession of this cursed relic</i>. <br /> - S: x2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Melee, Daemon Weapon, Concussive, Specialist Weapon, Unwieldy<br /> - Chaos Lord, Warpsmith, Dark Apostle, & Herald of Khorne only<br /> <br /> <b>Witcheater Blade</b>: 25 points<br /> -<i> Daemon-smiths serving the blood god share his hatred of sorcery. When their patron calls for the death of a psyker, the smiths cut fel runes into the blades of the weapons forged for the task. These runes thirst for the blood of witches, greedily drinking in their life force the moment the weapon bites into their flesh.</i><br /> - S: User <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Melee, Witcheater<br /> - Witcheater: Unsaved wounds inflicted against models with the Psyker special rule cause Instant Death.<br /> <br /> <b>Torrokh, King of Bulls</b>: 45 points<br /> - <i>Very few of Khorne's champions have had the strength to prove worthy of riding into battle atop the mightiest juggernaut ever forged. More massive, swift, and violent than its lesser brethren, Torrokh is often responsible for more kills in battle than the rider who temporarily earns its loyalty. The beast has no patience for weakness, violently throwing any rider who fails to secure victory in war from its back before stomping and goring the failure to death.</i><br /> - Torrokh grants the bearer +1 Strength, +1 Toughness, +1 Wound, +1 Attack, and the Unstoppable Force special rule. In addition, the bearer's unit type changes to Cavalry.<br /> - Unstoppable Force: The bearer's Hammer of Wrath hits are resolved at modified strength (from any source affecting the bearer) at <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2.<br /> - Chaos Lord, Warpsmith, Dark Apostle, & Herald of Khorne only<br /> <br /> <b>Dargo's Warplate</b>: 35 points<br /> - <i>Dargo was a prodigious lord of Khorne who conquered multiple systems within the Eye and realspace alike. Much of his success in battle was due to the ornate suit of armor he wore, commissioned from the daemon-smith Aiot'sul. The heavy plate easily turned aside all manner of blades. So great was its protection, and so confident was Dargo in his battle prowess that he deemed wearing a helm unnecessary. He met his end when a Khan of the White Scars exploited his hubris and thrust the tip of a power lance through his eye socket.</i><br /> - Provides the bearer with a 2+ Armor Save and a 4+ Invulnerable Save<br /> - Chaos Lord, Warpsmith, & Dark Apostle only<br /> <br /> <b>Bloodwretch</b>: 25 points<br /> - <i>A bloodwretch is a lesser daemon of Khorne that is drawn to bloodshed and those who cause it, binding itself as a familiar to a warrior it deems worthy. The daemon seeks to assist its master in battle to ensure large-scale carnage continues and the flow of blood doesn't cease. It does so by darting among opponents, seeking particularly worthy foes for its master to strike down as it opportunistically slashes at their weak points.</i><br /> - The bloodwretch is a combat familiar which also grants the bearer the Precision Strikes and Preferred Enemy special rules.<br /> <br /> <b>Rancorous Elixir</b>: 25 points<br /> - <i>The blood of a greater daemon of Khorne is a potent reagent, indeed. For those capable of surviving a draught of such concentrated hatred, the elixir flows through them, greatly increasing the strength and agility. Daemons and mortals alike eagerly gulp down the fiery fluid with no regard for the consequences.</i><br /> - Provides the bearer with +2 Strength and +1 Initiative, Test of Might<br /> - Test of Might: Before the game begins, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a roll of 1, the bearer of the Rancorous Elixir suffers a single wound with no saves of any kind allowed.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 15:25:53]]> GMT</pubDate>
				<author><![CDATA[ Wolf_in_Human_Shape]]></author>
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				<title>Re:Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d1a38483b74ba8c7cd0c26e00a55fc28.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/681502/8481574.page"><b>Wolf_in_Human_Shape wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/681502/8481173.page"><b>Brutallica wrote:</b></a><br/>This is what i want!</div></blockquote><br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/681502/8481536.page"><b>HuskyWarhammer wrote:</b></a><br/>Some good ideas here! Personally, the only big change that was on my wish list was to remove the possessed marine requirement from slaughtercult (or replace it with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/bezerkers).</div></blockquote><br /> <br /> I'm glad you both like it! I'm obviously biased, but I think the changes are pretty reasonable given the power level of today's game.<br /> <br /> For <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> and giggles, I made some of my own relics:<br /> <br /> <b>Dominator</b>: 60 points<br /> - <i>This potent daemon weapon takes the form of a massive hammer, its head glowing red with the rage of dozens of daemons bound within it. Eons ago, Khorne saw fit to hold a tournament of fights to the death in which the loser of each fight was bound to the hammer. Each loss exponentially increased its power as more powerful servants advanced in the tournament, only to be laid low by greater adversaries. Legends claim the brash champion of the tournament challenged Khorne himself, who promptly lifted the weapon and splattered him with a single downward swing. The blood god bound the winner's essence to the weapon before hurling it from his sight. Wars have been fought to claim possession of this cursed relic</i>. <br /> - S: x2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Melee, Daemon Weapon, Concussive, Specialist Weapon, Unwieldy<br /> - Chaos Lord, Warpsmith, Dark Apostle, & Herald of Khorne only<br /> <br /> <b>Witcheater Blade</b>: 25 points<br /> -<i> Daemon-smiths serving the blood god share his hatred of sorcery. When their patron calls for the death of a psyker, the smiths cut fel runes into the blades of the weapons forged for the task. These runes thirst for the blood of witches, greedily drinking in their life force the moment the weapon bites into their flesh.</i><br /> - S: User <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 Melee, Witcheater<br /> - Witcheater: Unsaved wounds inflicted against models with the Psyker special rule cause Instant Death.<br /> <br /> <b>Torrokh, King of Bulls</b>: 45 points<br /> - <i>Very few of Khorne's champions have had the strength to prove worthy of riding into battle atop the mightiest juggernaut ever forged. More massive, swift, and violent than its lesser brethren, Torrokh is often responsible for more kills in battle than the rider who temporarily earns its loyalty. The beast has no patience for weakness, violently throwing any rider who fails to secure victory in war from its back before stomping and goring the failure to death.</i><br /> - Torrokh grants the bearer +1 Strength, +1 Toughness, +1 Wound, +1 Attack, and the Unstoppable Force special rule. In addition, the bearer's unit type changes to Cavalry.<br /> - Unstoppable Force: The bearer's Hammer of Wrath hits are resolved at modified strength (from any source affecting the bearer) at <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2.<br /> - Chaos Lord, Warpsmith, Dark Apostle, & Herald of Khorne only<br /> <br /> <b>Dargo's Warplate</b>: 35 points<br /> - <i>Dargo was a prodigious lord of Khorne who conquered multiple systems within the Eye and realspace alike. Much of his success in battle was due to the ornate suit of armor he wore, commissioned from the daemon-smith Aiot'sul. The heavy plate easily turned aside all manner of blades. So great was its protection, and so confident was Dargo in his battle prowess that he deemed wearing a helm unnecessary. He met his end when a Khan of the White Scars exploited his hubris and thrust the tip of a power lance through his eye socket.</i><br /> - Provides the bearer with a 2+ Armor Save and a 4+ Invulnerable Save<br /> - Chaos Lord, Warpsmith, & Dark Apostle only<br /> <br /> <b>Bloodwretch</b>: 25 points<br /> - <i>A bloodwretch is a lesser daemon of Khorne that is drawn to bloodshed and those who cause it, binding itself as a familiar to a warrior it deems worthy. The daemon seeks to assist its master in battle to ensure large-scale carnage continues and the flow of blood doesn't cease. It does so by darting among opponents, seeking particularly worthy foes for its master to strike down as it opportunistically slashes at their weak points.</i><br /> - The bloodwretch is a combat familiar which also grants the bearer the Precision Strikes and Preferred Enemy special rules.<br /> <br /> <b>Rancorous Elixir</b>: 25 points<br /> - <i>The blood of a greater daemon of Khorne is a potent reagent, indeed. For those capable of surviving a draught of such concentrated hatred, the elixir flows through them, greatly increasing the strength and agility. Daemons and mortals alike eagerly gulp down the fiery fluid with no regard for the consequences.</i><br /> - Provides the bearer with +2 Strength and +1 Initiative, Test of Might<br /> - Test of Might: Before the game begins, roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a roll of 1, the bearer of the Rancorous Elixir suffers a single wound with no saves of any kind allowed.<br /> <br /> <br /> </div></blockquote><br /> <br /> I love the relics totally Khornate! <br /> <br /> I think Dargo's warplate might be a little cheap though considering a 4+ invuln is 25pts and <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> a 2+ save is 20-25.]]></description>
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				<pubDate><![CDATA[Fri, 26 Feb 2016 09:36:15]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ Thank you very much for the approval, I had a lot of fun writing them. <br /> <br /> I think maybe 40 points would be fair to my sensibilities.]]></description>
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				<pubDate><![CDATA[Fri, 26 Feb 2016 15:42:25]]> GMT</pubDate>
				<author><![CDATA[ Wolf_in_Human_Shape]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ A bit too many ideas to my taste. If you want everything, play regular chaos. Daemonkin should have restrictions and downsides, otherwise it's just upsides.<br /> I don't like taking the possessed either, but it's Daemonkin, so i get it. I myself would liked to have a Daemoncult (cultists) instead.<br /> <br /> Dreadnoughts need (a lot of) fixin indeed, as do berserkers.<br /> <br /> But the biggest problem <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is that this is has become the "age of the grav-gun", so terminator armour is useless, marine armour too and even dreadnought/vehicle armour gets immobilised (and with a 2nd immobilise result, destroyed). Unless that gets fixed, the other changes don't have the result that leads to more fun.<br /> <br /> I have quite a big Khorne army and after a few (lost) battles i learned that the only way to go was to get more chaos hounds, some blood crushers and max the loadout on the close combat characters.<br /> Even the blood thirsters, how awesome they might look, can be taken down by enemy fire with rediculous ease.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 08:07:19]]> GMT</pubDate>
				<author><![CDATA[ ORicK]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ I'd also love for either Berzerkers to be able to take Juggernauts, or just to add Skullcrushers to Elites. T5 Cavalry Zerkers with more attacks would be awesome, and better <span class="glossaryitem" onmouseover='gp(72);'>imo</span> than just Khorne bikers. Or at the least make Bloodcrushers T5 so they aren't S8 bait.]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 13:58:25]]> GMT</pubDate>
				<author><![CDATA[ KharnsRightHand]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ <blockquote><div><cite>ORicK wrote:</cite>A bit too many ideas to my taste. If you want everything, play regular chaos. Daemonkin should have restrictions and downsides, otherwise it's just upsides.<br /> I don't like taking the possessed either, but it's Daemonkin, so i get it. I myself would liked to have a Daemoncult (cultists) instead.<br /> <br /> Dreadnoughts need (a lot of) fixin indeed, as do berserkers.<br /> <br /> But the biggest problem <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is that this is has become the "age of the grav-gun", so terminator armour is useless, marine armour too and even dreadnought/vehicle armour gets immobilised (and with a 2nd immobilise result, destroyed). Unless that gets fixed, the other changes don't have the result that leads to more fun.<br /> <br /> I have quite a big Khorne army and after a few (lost) battles i learned that the only way to go was to get more chaos hounds, some blood crushers and max the loadout on the close combat characters.<br /> Even the blood thirsters, how awesome they might look, can be taken down by enemy fire with rediculous ease.<br /> </div></blockquote><br /> <br /> Hey, fair enough. I know these changes aren't for everyone. That being said, the additions are (<span class="glossaryitem" onmouseover='gp(72);'>IMO</span>) those that should have been in the book in the first place, and fit with the theme the writers themselves established. None of the units I added are even particularly good. When I have the time, I plan to revise rules/points costs for a few units. Adding something special to Berzerkers and Possessed has been on my mind. Not sure exactly what, yet. May be split up some of the Wulfen rules like run + charge, counter-charge, etc.<br /> <br /> <blockquote><div><cite>KharnsRightHand wrote:</cite>I'd also love for either Berzerkers to be able to take Juggernauts, or just to add Skullcrushers to Elites. T5 Cavalry Zerkers with more attacks would be awesome, and better <span class="glossaryitem" onmouseover='gp(72);'>imo</span> than just Khorne bikers. Or at the least make Bloodcrushers T5 so they aren't S8 bait.</div></blockquote><br /> <br /> Well, I have almost the same thing as berzerkers on juggernauts with Chosen. The entire unit can take jump packs, bikes, or juggernauts. They're clearly an analogue to Wolf Guard, just from an older era of the game and a different (worse) army. I do think a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> +1 buff to chosen would not be uncalled for, but that's the realm of berzerkers at the moment. Needs more thought than I can devote to it at the moment.<br /> <br /> Thank you both for responding! I appreciate the feedback. Over time I will be updating.]]></description>
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				<pubDate><![CDATA[Tue, 8 Mar 2016 03:56:43]]> GMT</pubDate>
				<author><![CDATA[ Wolf_in_Human_Shape]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ I think I missed the part about Chosen taking Juggernauts, I'd be all onboard with that, too. I just want some form of mounted marines for my army. Personally, I'm more a World Eaters fan than regular Daemons, I just play <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> because it works better than the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> dex for that, and flesh hound and Soul Grinders are really good.]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 05:22:26]]> GMT</pubDate>
				<author><![CDATA[ KharnsRightHand]]></author>
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				<title>Khorne Daemonkin Fixes/Wishlisting</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8d29900ddfaba5f6ac79a8c8f8f80cae.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/681502/8510514.page"><b>KharnsRightHand wrote:</b></a><br/>I think I missed the part about Chosen taking Juggernauts, I'd be all onboard with that, too. I just want some form of mounted marines for my army. Personally, I'm more a World Eaters fan than regular Daemons, I just play <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> because it works better than the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> dex for that, and flesh hound and Soul Grinders are really good.</div></blockquote><br /> <br /> Yeah, you speak the truth.  <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 05:49:13]]> GMT</pubDate>
				<author><![CDATA[ Wolf_in_Human_Shape]]></author>
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