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Chaos Legion Codices

For discussing new rules and changes to the current rules, such as new homebrew datasheets for Apocalypse

Re: Chaos Legion Codices

Postby Baragash » Sat Nov 13, 2010 5:42 pm

Feel No Pain is an addition I plan to make to all Spawn, not just Nurgle ones (the T6 is obviously MoN).

So ignoring the T6 for now, what do people consider a fair base cost for Spawn? 35 points (making the Nurgle Spawn 40 points as suggested above)?
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Re: Chaos Legion Codices

Postby killmaimburn » Sat Nov 13, 2010 5:48 pm

What happens when a plague possessed marine rolls feel no pain?
Or did I skip a chunk?
Lovely to see your still working on them, heres hoping GW is seeing them and seeing how profitable they could be.
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Re: Chaos Legion Codices

Postby Baragash » Sat Nov 13, 2010 5:53 pm

I've removed the Daemonkin rule from Possessed, they come with Rending and Fleet as standard instead.

(FYI in my previous version I'd given them Cloud of Flies from the Daemon Codex for that result).
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Re: Chaos Legion Codices

Postby ruffian4 » Sat Nov 13, 2010 6:23 pm

Only had a quick skim through the death guard so far ...
Are plague zombies really supposed to run faster than "normal" folk???
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Re: Chaos Legion Codices

Postby killmaimburn » Sat Nov 13, 2010 6:42 pm

Good point highest of 2d6 is higher than highest of 1d6. Maybe the extra dice is their "bwaains" detector variable
Plague marines don't appear to have blight grenades..is that right? Could they be bought for a lot for zombies (to represent halting advance to something so foul)
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Re: Chaos Legion Codices

Postby ruffian4 » Sun Nov 14, 2010 10:52 am

You know, there is a common misconception, that "bwaains" means "brains", whereas, it is actually zombie talk (in return of the living dead, at least) for "linnea quigley."

It might not be the sort of thing you are after (as you are trying to keep to the dex), but one thing in my wishlist would be reintroduction of holy numbers in the form of a vehicle upgrade.

Some chaos transport vehicles, particularly the oldest among them, are suffused with the raw essence of chaos. They are made one with the realm of hellish warpspace and, as such, care little for the so-called "realities" of the mortal realm where time and space are fixed.

A transport vehicle upgraded in this way becomes a shrine to any one of the 4 Gods and if so, can only transport infantry models with the mark or a unit with an icon of that God.
The vehicle becomes subject to the "unstable environment" and "touched by the warp" special rules.


(Examples)
Touched by the warp.

Chalice of Khorne, 16pnts.
A Rhino has its transport capacity increased to 16 models.
A landraider has its transport capacity increased to 16 models, as usual, models in terminator armour count as 2.

Corrupt vessel of Nurgle, 14pnts.
A Rhino has its transport capacity increased to 14 models.
A landraider has its transport capacity increased to 14 models, as usual, models in terminator armour count as 2.


Unstable environment.
When destroyed, the tides of the warp and vicious minor daemonic entities are freed and can cause mayhem to anything close by.

Exploding vehicles cause s4 hits to models within 6".
Even fearless units are subject to pinning tests in this case, as they seek to free themselves of malicious threats.
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Re: Chaos Legion Codices

Postby Baragash » Sun Nov 14, 2010 1:23 pm

The zombies rule is direct from FW rules, wonder if they noticed that?!

Changes/corrections made. Some highlights: I added an ability to the Chaos Lord as I feel that he's the least popular choice atm. DP wings went up in cost (pricing in Daemon Codex seems to suggest GW realised they were under-priced) to help the HQ internal balance. Typhus got Eternal Warrior. Terminators were wrongly costed and Reaper has come down in price. Possessed cost has been aligned more with BA DC. Chosen can bling up every model if you want a points sink. Veteran shooting goodies aligned in price with BA Sternguard.

@Ruffian: characterful rules are very welcome. I'm not keen on that one though as it doesn't really match any of the fluff or BL material that I've read (which I think is all the Chaos stuff).
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Re: Chaos Legion Codices

Postby Baragash » Sun Nov 14, 2010 4:00 pm

Ooops, made a mistake on the Plague Terminators (not Fearless). Corrected. Also got the Emperors Children here.
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Re: Chaos Legion Codices

Postby Baragash » Sun Nov 14, 2010 6:02 pm

Bleh, Veteran Plague Marines weren't Fearless and I forgot to add the Dreadclaw to the EC list.
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Re: Chaos Legion Codices

Postby killmaimburn » Sun Nov 14, 2010 6:18 pm

a few glitches in khorne one
biker section "Up to two Raptors"
I believe destroyer on the defilers is too good, and the lord of skulls upgrade is too poor (why not an extra wound or attack?)
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Re: Chaos Legion Codices

Postby Baragash » Sun Nov 14, 2010 6:24 pm

Grr... stupid Biker error, I spotted that in the EC one as well :(

Destroyer - really? It has no AP, so statistically it would only kill a single MEQ. I can understand taking it off Slaughterfiends though.

Well Lord of Skulls is to add the Zerk bonuses of +1WS and FC so you can have a Zerk Lord. Won't change what it does, but too expensive?
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Re: Chaos Legion Codices

Postby killmaimburn » Sun Nov 14, 2010 6:30 pm

Ahh hadn't spotted he had FC too, ignore me :D
Yeah slaughterfiend plus a bunch more attacks, he could kill something like 13 guard before wound resolution adds to it.
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Re: Chaos Legion Codices

Postby Baragash » Sun Nov 14, 2010 6:40 pm

I will take it off the Walkers.
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Re: Chaos Legion Codices

Postby killmaimburn » Wed Nov 17, 2010 12:51 pm

Hay bara, how do beasts work with summoning?
May I summon a beast (flesh hound) have him fleet and then assault the distance allotted to cavalry? Apologies if I missed something about it.
Hopefully stunty will let me field one of your creations on friday.
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Re: Chaos Legion Codices

Postby Baragash » Wed Nov 17, 2010 2:11 pm

Yes, I think there was a question about an appropriate cost for JI and Beasts from the Night Lords Codex I did that possibly still needs addressing, or not, I'm open to thoughts on that.
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