Login

Username:


Password:


Remember me



Forgot Password?




 Merchandise




Chaos Legion Codices

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

Chaos Legion Codices

Postby Baragash » Tue Sep 22, 2009 9:59 am

Just a little fun I've been having recently.....

World Eaters
Emperor's Children
Death Guard

Design Notes:
  1. These are designed to fit around the framework of the current CSM Codex. If you set out to compare them to the 3.5 Codex, you'll be disappointed. The lists are designed to allow either Legion or Cult play.
  2. Daemon Princes don't get Cult bonuses (FNP, FC etc). This is purely a balance decision. Many people consider DPs the best HQ option, and I didn't really want to enhance that any further.
  3. Sacred Numbers - open to ideas. Won't use them in the previous form as IMO is bad design, in the same way some Chapter Tactics, Master of the Fleet and Astropaths, and current Icon points values are. There has to be a clear cost associated with them.
  4. Not going to change any base units from the CSM codex. This is why Chosen are now Veterans and a new Chosen unit is added.
  5. Probably should add Dreadclaws to the army lists?

General - Known Issues
  1. Traitor Guard mentioned - not keen on the idea, but would consider as an Elites choice, to prevent easy access to low cost troops.
  2. 2-wound HQ under consideration.

World Eaters - Known Issues
  1. None at this time.

Death Guard - Known Issues
  1. None at this time.

Emperor's Children - Known Issues
  1. Forgot Doomrider's Monstrous Creature rule :roll: .

Thousand Sons - Draft
So....Thousand Sons/Tzeentch Cult is much harder to do. In the end I decided to "stretch" my design parameters a bit to make it worthwhile - that is, just not a case of throwing a few more Psychic Powers in and leaving it at that. This potentially raises balance issues, which need to be playtested when I get the opportunity.... :(

Stuff in red are placeholders/unfinished.

Basically I split the characters into two categories:
  • Psykers - generally gained additional Psychic Power options based on misdirection and interference, mostly based on old Minor Psychic Powers.
  • Non-Psykers have access to Leadership-based abilities to represent the Chessmaster aspect of Tzeentch, that allow the player flexibility in outmanoeuvring their opponent.

New Stuff:
  • Disc Riders, lifted from the old Space Marine game, give the Thousand Sons a fluffy Fast Attack choice.
  • Rubric Dreadnought.
  • Sorcerous Artillery in the form of the War Coven.
  • Sorcerous Dreadnought (WIP).

Codex_Astartes_Thousand_Sons_Draft.pdf
(125.5 KiB) Downloaded 288 times


All thought welcome.... :)
Last edited by Baragash on Tue Sep 22, 2009 3:33 pm, edited 1 time in total.
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby Socaddict » Tue Sep 22, 2009 12:16 pm

Doesn't the old doom rider model carry a power sword and plasma gun in the slaneesh list?
Image
Waaargh.
Orks project log here
User avatar
Socaddict
Mekboy
Warlord
 
Posts: 823
Joined: Thu Jan 05, 2006 12:00 am
Location: London
Medals: 2
Painting Entrant (2)

Re: Chaos Legion Codices

Postby Baragash » Tue Sep 22, 2009 12:26 pm

Socaddict wrote:Doesn't the old doom rider model carry a power sword and plasma gun in the slaneesh list?


The Power Sword issue is an error on my part, I didn't realise I hadn't designated him as a Monstrous Creature.

As for the Plasma Gun, he's meant to be as close to existing rules as can be achieved, so he has Psychic Powers which a Daemon Prince can normally have, rather than guns, which they can't.
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby Socaddict » Tue Sep 22, 2009 12:27 pm

Fair enough. Although the listing of bolt of tzeentch just seems wrong to me.
Image
Waaargh.
Orks project log here
User avatar
Socaddict
Mekboy
Warlord
 
Posts: 823
Joined: Thu Jan 05, 2006 12:00 am
Location: London
Medals: 2
Painting Entrant (2)

Re: Chaos Legion Codices

Postby Baragash » Tue Sep 22, 2009 12:30 pm

His Bike had Meltaguns, it's the closest fit.
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby Ben » Tue Sep 22, 2009 2:56 pm

Would it be broken to have the special numbers act like loyalists having 10 marines? By that I mean what if taking the special number gave you access to something free like and Icon or gave you the option to take something like an extra special weapon.

I haven't really played so I am just thinking that may be a way to "encourage" people to play some fluff.
User avatar
Ben
High Lord of Terra
Brother-Captain
 
Posts: 1259
Joined: Fri Nov 09, 2007 12:00 am

Re: Chaos Legion Codices

Postby Baragash » Tue Sep 22, 2009 3:34 pm

That's a really good idea, just need to decide what is reasonable, thanks :)
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby Firecrest_inc » Tue Sep 22, 2009 3:56 pm

Didn't they used to get that back in 3rd edition with the chapter approved cult forces? so khorne got a bonus for 8 marines etc.
User avatar
Firecrest_inc
Veteran
Veteran
 
Posts: 241
Joined: Sun Nov 11, 2007 12:00 am
Location: North East, UK

Re: Chaos Legion Codices

Postby Socaddict » Tue Sep 22, 2009 4:03 pm

it used to be that you got a "free" champion upgrade. Could just make it that the squads HAVE to be of the size to take an icon, perhaps. Afterall, thats how it basically works for imperial marines.
Image
Waaargh.
Orks project log here
User avatar
Socaddict
Mekboy
Warlord
 
Posts: 823
Joined: Thu Jan 05, 2006 12:00 am
Location: London
Medals: 2
Painting Entrant (2)

Re: Chaos Legion Codices

Postby killmaimburn » Wed Sep 23, 2009 10:55 am

I'm all up for helping, but a bit busy right now. therefore a rather piffy wishlisty comment set from first glance.
A few things that stand out..
You kept ahriman as is..yuk.
It would be nice if the sorceror HQ had an upgrade to have a 2+ save without buying termie armour.. 5th ed really hurts shooty ICs and being able to purchase a better save would allow him to not have to cower within a squad.
Why is it a sorceror dreadnought it only has CWF.. does the mark of tzeentch give it an always 4 up invulerable (like the new space wolf dread) I'd like it to be able to take bolt of change instead of a lascannon..(this means you could have 2ccws and a decent ranged attack if you were willing to pay for it(not too high)..it also reflects the idea that he was an ancient and venerable sorceror..and wtf crazed?? (why not just have "rabid +wise", surely he should be more sorceror than the average sorceror )

make the sorcerous cabal like the wolf equivilant so you may take them as a bunch of people who go off and lead other units who are only psudo tzeentch?.. a unit without a spell isn't a tzeentchy unit :D .
I haven't had time to look at the cabal..but I know its darned tricky.
Like the spawn but suggest it stays points same as book :D

I don't understand the demons section.. the lord of change and flamers have no psychic powers.. and just pay more for a slightly better invulerable save?..tsk (I hope I missed a chunk of that)

Misdirection- outflank isn't great (especially with gaurd forcing wrong siditus)consider the ork IC/space wolf scout method of entry (they are expensive enough)

I think psychic dual could be amped up a bit..and playtested..bends psychic powers to tzeentches will.. e.g. X tries casting fortune or the lash and because Y is on the table sucking up and molding al the warp energies X will suffer a peril of a warp on a d6 roll of a 6. Or a hood like effect.. the discarding lowest dice has a very small chance of changing anything. (if you wish it could be added to the sorcerorus dreadnought by default and if the dual goes horrifically wrong he counts as shaken for his next player turn due to the battle weakening him)
Also with the meta/codex shift it would be nice to look into something that creates difficult terrain (whether it be a radius/wolf codex, or on a unit, smurfs and guard) I don't see the twisting path type things (leadership/pinning/ slowed
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
User avatar
killmaimburn
Now Vanus Clade
 
Posts: 6581
Joined: Fri Sep 21, 2007 12:00 am
Location: Nottingham, mid-land
Blog: View Blog (1)

Re: Chaos Legion Codices

Postby Baragash » Wed Sep 23, 2009 11:21 am

Rearranged for relevant responses....

killmaimburn wrote:[list][*] You kept ahriman as is..yuk.[*]It would be nice if the sorceror HQ had an upgrade to have a 2+ save without buying termie armour.. 5th ed really hurts shooty ICs and being able to purchase a better save would allow him to not have to cower within a squad.[*]Like the spawn but suggest it stays points same as book :D[*]I don't understand the demons section.. the lord of change and flamers have no psychic powers.. and just pay more for a slightly better invulerable save?..tsk (I hope I missed a chunk of that)


Design paradigm is to stick closely to the CSM Codex as it exists now. Decisions GW have made are generally more acceptable than random fanboys, so it makes it more likely to be accepted. The Tzeentch one already deviates more than I'm comfortable with just to make it a worthwhile exercise (compare the amount of extras with the other three).

killmaimburn wrote:Why is it a sorceror dreadnought it only has CWF.. does the mark of tzeentch give it an always 4 up invulerable (like the new space wolf dread) I'd like it to be able to take bolt of change instead of a lascannon..(this means you could have 2ccws and a decent ranged attack if you were willing to pay for it(not too high)..it also reflects the idea that he was an ancient and venerable sorceror..and wtf crazed?? (why not just have "rabid +wise", surely he should be more sorceror than the average sorceror )


Sorcerer Dread is just a place holder, atm the only thing I've done is delete the Nurgle references :)

killmaimburn wrote:make the sorcerous cabal like the wolf equivilant so you may take them as a bunch of people who go off and lead other units who are only psudo tzeentch?.. a unit without a spell isn't a tzeentchy unit :D .
I haven't had time to look at the cabal..but I know its darned tricky.


Copying the SW has potential (and a little irony). I was just looking at a multi-sorcerous unit (which using the Wolf Guard rules would presumably still be an option).
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby killmaimburn » Wed Sep 23, 2009 11:31 am

Quick responses= awesome, what about dual and misdirection queires (or since that s a power leveling thing thats something you'll look at further down the line)
Is it possible to download the others without me joining my 6th 40k forum?
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
User avatar
killmaimburn
Now Vanus Clade
 
Posts: 6581
Joined: Fri Sep 21, 2007 12:00 am
Location: Nottingham, mid-land
Blog: View Blog (1)

Re: Chaos Legion Codices

Postby Baragash » Wed Sep 23, 2009 11:45 am

Not ignoring them, was just responding to things I could easily answer from work :)

Can you not see the others without being a member?

EDIT:
Codex_Astartes_Death_Guard_V1.1.pdf
(123.42 KiB) Downloaded 291 times


Codex_Astartes_Emperors_Children_V1.1.pdf
(119.17 KiB) Downloaded 279 times


Codex_Astartes_World_Eaters_V1.1.pdf
(119.61 KiB) Downloaded 282 times
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby Baragash » Sat Nov 13, 2010 4:46 pm

Here's a more updated Death Guard Codex. I've incorporated points and design changes from the 5th Ed SM/SW/BA Codices in a lot of places, and made some other tweaks. There's still bits and pieces I want to check, but thoughts?
Attachments
Codex_Astartes_Death_Guard_2.0.pdf
(122.19 KiB) Downloaded 205 times
My Hobby Blog!
My Painting & Modelling Blog!
Gallery
"The Emperor is obviously not a dictator, he's a couch."
Starbuck: "Why can't we use the starboard launch bays?"
Engineer: "Because it's a gift shop!"
User avatar
Baragash
Sorceror
Sorceror
 
Posts: 1885
Joined: Tue Nov 14, 2006 12:00 am
Location: London, UK
Blog: View Blog (21)

Re: Chaos Legion Codices

Postby lostandthedamned » Sat Nov 13, 2010 5:26 pm

Nurgle Chaos spawn may be underpointed.

Current spawn don't get used because with fearless and no save the die to combat res. Making them T6, and feel no pain means they can tarpit any non pw unit in the game. All this for just over half their current points total.
You have to remember that being beasts they can assault a target 24" at best.
Keep them at their Chaos codex cost and they'll be fair.
When you wish upon a star, your dreams can come true.
Unless it's a meteorite falling to Earth, which will destroy all life, then you're pretty much hosed no matter what you wish for.
Unless it's death by meteorite.
User avatar
lostandthedamned
Veteran Sergeant
Veteran Sergeant
 
Posts: 390
Joined: Mon Feb 02, 2009 12:00 am

Next



Return to 40K Rules Development




 Social Links