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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 Dec 11, 2010 8:42 pm

Thousand Sons are finally here.... lots of new stuff in comparison to the other three in this one, so balance might be at risk!
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Re: Chaos Legion Codices

Postby Baragash » Sun Dec 12, 2010 10:59 am

Oooop, forgot to C&P the Dreadclaw rules over when I C&P'd it's stats

And for the Familiar as well by the look of it

And Possessed Champ has wrong I (as do Termies and Havocs) and typo in their transport option.
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Re: Chaos Legion Codices

Postby mattjgilbert » Sun Dec 12, 2010 11:49 am

Blasted Standard: Once per game, instead of firing his normal weapon, a model bearing the Blasted Standard
can activate it as their shooting attack for that turn. The Blasted Standard inflicts 2D6 S6 AP4 hits on the target.

At what range?

Coruscating Flame: Any model assaulting the vehicle takes a Strength D6 AP4 hit before combat is resolved.
Is this before you work out which models can fight?

Infernal Gateway
Movement as normal (with the exception of the terrain) I assume to avoid lash-type wierdness.

Pre-game powers (not in any player turn)
Can these be influenced by wargear (eldar making you roll 3D6 for example) or stopped (e.g. psychic hoods)? I also assume they don't count as a power used in the first turn?

Psychic Duel: Used when an enemy Psyker attempts to use a Psychic Power, but before they make their Psychic
Test. If the Psychic Test is successful, the enemy Psyker must roll an additional D6 for any Psychic Tests that turn,
and discard the lowest dice.
Any tests that affected enemy makes.. not just any tests that are rolled for? :)

Tzeentch’s Firestorm
This one is sick! up to S8 3 pie plates.. and barrage too! And mobile from a Rhino (custom uber vindicator FTW) :D



I think I might give this codex a go in the new year.
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Re: Chaos Legion Codices

Postby Baragash » Sun Dec 12, 2010 10:43 pm

Cheers Matt, I'll look into the RAW issues ;)
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Re: Chaos Legion Codices

Postby Baragash » Mon Dec 13, 2010 8:50 pm

Blasted Standard: added
Coruscating Flame: clarified
Infernal Gateway: not sure what you're getting at, but slightly changed the wording
Pre-game Powers: models are clearly either on or off the board when the test is taken, so if they are in range they'll be affected as normal. They aren't used in the first turn, so no.
Psychic Duel: are there any Psychic Tests that aren't rolled for any more?
Tzeentch's Firestorm: TBH I've mucked about with this a lot. I think the concept is "right" for the list, but in terms of mechanics/balance I don't know.
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Re: Chaos Legion Codices

Postby mattjgilbert » Mon Dec 13, 2010 9:30 pm

Infernal Gateway: Used in the Psyker’s own Movement Phase as long as he (and his unit) don’t move. If the
Psychic Test is successful, the Psyker and his squad may move up to 3D6” in any direction, ignoring penalties for
Difficult Terrain. If two or more 1s are rolled for this movement, the unit takes D6 wounds allowing No Armour
Saves, allocated as normal.
So you can't move, and then you can :P I know what you mean but perhaps say you do it instead of moving normally. What I meant before about the lash thing was the original nonsense about being lashed into or out of combat and all that stuff. This 3D6 move, I assume follows the normal movement rules with the exception of ignoring difficult terrain?

Psychic duals - what I meant here is that it says you roll for any test, not specifically your own tests. I know it's pedantic but now you know how the GW guys feel! ;)

I'll have to give the firestorm a go in a game and see what it does.
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Re: Chaos Legion Codices

Postby killmaimburn » Tue Dec 14, 2010 10:51 am

Baragash wrote:Psychic Duel: are there any Psychic Tests that aren't rolled for any more?
You mean like the old tzeentch auto pass or do you mean powers that don't require a test (like exarch psychic passive stuff and the nid non focused beam thingy that used to be)
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Re: Chaos Legion Codices

Postby Baragash » Tue Dec 14, 2010 11:01 am

@Matt: that makes sense now :)

@kmb: I misunderstood Matts point, but I meant all of those you've listed. Might add an additional disclaimer anyway.
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Re: Chaos Legion Codices

Postby mattjgilbert » Wed Dec 15, 2010 1:04 pm

Let me know when it's ready. I'll print it off and come up with a list. We have a big 3-a-side game on the 29th and I've said I'll try out your TS codex :)
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Re: Chaos Legion Codices

Postby mattjgilbert » Wed Dec 15, 2010 1:26 pm

Inferno bolts... what are these?
TS Terminators have armour save 3+?
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Re: Chaos Legion Codices

Postby Baragash » Wed Dec 15, 2010 2:24 pm

"Inferno Bolts" is in the CSM Codex under Thousand Sons ;) (I haven't written out existing rules yet)

Whoops :oops: (at least they have Terminator Armour :P )

Will try and do Thurs night whilst I'm kicking my heels before 5-a-side. :)
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Re: Chaos Legion Codices

Postby Baragash » Wed Dec 15, 2010 10:37 pm

Had time tonight :)
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