Monday 31 May 2010

Fixing C:CSM - Part 4 - Chaos Spawn.


Chaos Spawn.

Lets dive straight into the problems.

1) For their statline they're too expensive.
2) They're Slow and Purposeful in the Fast Attack section
3) Giving them 3 wounds was presumably to make up for them having no armour save.
4) They're Fearless but have no armour save, which means for every wound they lose combat by they get wounded again automatically.
5) Mindless is basically the Rage rule with an addition which is meaningless in 5th Ed.

Editors Note - A few minor changes based on feedback.

Chaos Spawn - 30 Points

Chaos Spawn - WS 3, BS 0, S 5, T 5, W 3, I 3, A 4, Ld 10, Save 5+ inv.
Abomination - WS 3, BS 0, S 6, T 5, W 3, I 3, A 5, Ld 10, Save 5+ inv.

Unit Type - Beasts, Number/Squad 1-5

Wargear
Count as being armed with a single close combat weapon

Special Rules
Fearless, Rage, Mutated Horror*
* Mutated Horror - The Chaos Spawn attacks with a variety of Claws, Teeth, Tentacles and other indescribable protrusions. Enemies are torn apart in an uncontrolled blood-lust. - All of the Chaos Spawns attacks have the 'Rending' special rule.

Character
Many Spawn were once Aspiring Champions and have been more greatly blessed (or cursed, depending on your point of view) by the Chaos Gods.

One Chaos Spawn can be upgraded to an Abomination for 10 points

The Abomination may take one of the following options
The Abominations claws are energised by the power of Chaos - Count as being armed with a Power Weapon - 15 points
The Abomination has strength far beyond even the mightiest of its kind, however It's speed has suffered as a consequence - Counts as being armed with a Power Fist.
However if it takes either option it loses the Rending special rule.

Marks
Some Spawn are still looked upon as beloved or amusing pets by the gods that seemingly abandoned them.
The Unit may take one of the following Marks
- Slaanesh (+1 I) - 25 points
- Khorne (+1 A) - 20 points
- Nurgle (+1 T) - 40 points
- Tzeentch (Inv. save becomes 4+) - 35 points

With the above modifications Spawn become a dangerous yet uncontrollable unit which is exactly what they should be. Ordinary units will be butchered by them, but dedicated assault units should be able to handle them.
The Marks of Slaanesh and Khorne are relatively cheap as they don't make a great deal of difference to the units effectiveness. The +1 Toughness given by the mark of Nurgle however is of considerable advantage as is the 4+ Inv. save given by the mark of Tzeentch so they have had to be priced appropriately higher.

Thoughts?

5 comments:

  1. well i have to post don't I

    the original slow and purposeful and beasts was to give spawn random movement and a long charge. i kinda liked that. now they seem very fast as you could get a 19" minimum charge (24" max) previously with s+p it was 14" which is still as good as most units speed wise.

    rending is very cool and fits nicely though i'm dubious of the equipment. i like the idea but i don't think it really works. perhaps alter them to "mutations" such as counts as power weapon, furious charge, +d6 attacks etc

    something with the mark upgrades costings doesn't seem quite right, might be as i'm a nurgle fanboy but at 50pts for t6 i could almost buy 2 more spawn.

    otherwise seems much better for the unit

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  2. I just don't like the way their movement is at the moment so I changed it. There are plenty of units with the modified sort of charge range in current Codices and I don't think its unbalancing.

    Toughness 6 makes you virtually immune to being torrented to death and with 3 wounds a piece that's a big advantage. However I will look at altering the scaling slightly.

    About the equipment options - To be honest I couldn't be bothered to make up new names for weapons when existing ones with appropriate effects already existed but I'll have a think about it.

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  3. I don't want them in my Chaos Space MARINE army tbh...

    Give us Nurgle Blight Drones, or Blood Slaughters for FA... Keep it for the Gift of Chaos spell imo

    ReplyDelete
  4. This looks great except IMO attacks should remain at 1d6.

    ReplyDelete
  5. @ Chaosgerbil - I'm not a big fan of random statistics as it makes the Mathshammer so much more complicated, lol.

    Maybe 1D6+1?

    ReplyDelete

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