Showing posts with label Fixing C:CSM. Show all posts
Showing posts with label Fixing C:CSM. Show all posts

Wednesday, 23 June 2010

Fixing C:CSM - Part 12 - Chosen


The Chosen of the Chaos Gods.

The most hardened, callous and deadly of all Chaos Space Marines.

The Elite of the Elite.

Or Standard Chaos Space Marines with Infiltrate and a few more weapon options depending on whether you believe the 'Fluff' or their codex entry...

What went wrong...well I'll tell you...

1) Chosen should be fucking fearless. None of this 'Oh no one of my rivals has died lets run away' shit.
2) All Chosen should be able to take individual weapon options not just the 5 guys who got to the armoury first.
3) Infiltrate shouldn't be the only thing they're good at, It's nice to have I suppose but they could do with something else as well.
4) They should be better than an ordinary Chaos Space Marine in more than just weapon options.

My Solutions.

1) Add Fearless
2) More weapon options like Honour Guard, Wolf Guard Etc. get
3) Lets give them (slightly) more options for deployment.
4) Slight Stat increase (nothing major, just enough to make them a bit more 'Veteran')

Chosen Chaos Space Marines - 20 points each

One unit of Chosen may be taken for each HQ choice selected. This unit does not take up any Force Organisation Chart selections but are otherwise treated as a HQ unit.

Chosen Chaos Space Marine - WS 4, BS 4, S 4, T 4, W 1, A 2, Ld. 10, Save 3+
Aspiring Chaos Lieutenant - WS 5, BS 4, S 4, T 4, W 1, A 3, Ld. 10, Save 3+

Unit Type - Infantry, Number/Squad 5-10

Wargear
Power Armour, Bolt Pistol, Frag and Krak Grenades, Close Combat Weapon, Bolter.

Special Rules
Fearless, Veteran of a Thousand Battlefields *

* Veteran of a Thousand Battlefields - The Chosen of Chaos have spent centuries and sometimes millennia honing their battlefield skill and always ensure that they are first to get their pick of the spoils of war, also one does not survive long enough to be called 'Chosen' without knowing exactly the right place and the right time to fight... - Any Chosen unit that does not have a dedicated transport has both the 'Infiltrate' and 'Scout' special rules.

Marks
The mantle of Chosen shows more than the usual level of favour in the eyes of their patrons.

Any unit of chosen must select one of the following 'Greater' Marks of Chaos.

Greater Mark of Chaos Undivided: Gains one 're-roll' per game that may be used by the unit for any purpose - Free
Greater Mark of Khorne : +1 WS, +1A, Furious Charge - 40 Points
Greater Mark of Nurgle : +1 T, Feel no Pain, Defensive Grenades - 50 points
Greater Mark of Tzeentch : All 'Chosen' models in the unit gain a 4+ Invulnerable save - 50 points
Greater Mark of Slaanesh : +1 I, Fleet, Defensive Grenades - 35 points

Character
The future Lords of Chaos inevitably start off their careers in the ranks of the chosen.

One model may be upgraded to an Aspiring Chaos Lieutenant for 15 points.

He may take any of the options available to normal chosen. In addition he may replace his close combat weapon with the following.
- Warp Blade (+2S, Power Weapon) - 30 points

Options
Any model may replace his Bolter with
- Twin-Linked Bolter - 3 points per model
- Combi-Flamer, Combi-Melta or Combi-Plasma - 5 points per model
- Flamer - 5 points per model
- Plasmagun - 10 points per model
- Meltagun - 10 points per model

Up to two models may replace their Bolter with
- Heavy Bolter - 5 points per model
- Heavy Flamer - 5 points per model
- Missile Launcher - 10 points per model
- Multi-Melta - 10 points
- Autocannon - 15 points per model
- Plasma Cannon - 20 points per model
- Lascannon - 25 points per model

Any model may replace his Bolt Pistol and/or Close Combat weapon with
- Power Weapon - 15 points
- Power Fist - 25 points
- Lightning Claw - 15 points
- Plasma Pistol - 10 points

Any model may replace his Bolter and Bolt Pistol and Close Combat Weapon with
- A pair of Lightning Claws - 20 points

Any model may have Meltabombs for 5 points per model.
Any model may have a Personal Icon for 5 points per model

A single model per Chosen unit may carry an Icon or Banner to the Chaos Gods for 25 points. These can take almost any form but all have the following effect - Any friendly model within 12" of the bearer may re-roll failed morale or pinning tests, In addition all enemy units that are within 12" of the banner and have line of sight to it suffer a-1 penalty to all tests that use the Leadership characteristic.

Dedicated Transport.
The Squad may have a Dreadclaw, Chaos Rhino or Land Raider Dedicated Transport.

'Scout' and 'Infiltrate' give you a number of deployment options if you don't take a transport and the unit can be configured for any purpose you see fit.

Thoughts?

Note : This will probably be the last of the 'Fixing' articles I do for a month or so as I really need to get some 'Hobby' done as unfinished and barely started projects are piling up around me, lol. All the other stuff will still be appearing as normal however.

Monday, 21 June 2010

Fixing C:CSM - Part 11 - Dreadclaw


Apparently all the forces of Chaos forget to bring their Dreadclaws to battles and those who turn renegade become allergic to Drop Pods...

Methinks tis time to change all that.

Dedicated Transport - Dreadclaw - 45 points

F 12, S 12, R 12

Composition - 1 Drop Pod, Unit Type - Vehicle

Fire Points - None

Access Points - A unit may embark or disembark as long as the whole unit is within 2" of the base of the Dreadclaw. All normal transport rules apply.

Transport Capacity - 12 Models or 1 Dreadnought. Models in Terminator armour may be transported but count as 2 models.

Special Rules
- Dreadclaw Assault *
- Soul of the Machine **
- Assault Boat ***

*Dreadclaw Assault - Dreadclaws always enter play by Deep Strike. At the beginning of your first turn you must choose half of your Dreadclaws (rounding up) to make a 'Dreadclaw Assault'. Units making a 'Dreadclaw Assault' arrive on the players first turn. The arrival of the remaining Dreadclaws is rolled for as normal. However if the army contains 3 or less Dreadclaws all may be nominated to arrive on the first turn. A unit that arrives via Dreadclaw may not assault on the turn it arrives.

** Soul of the Machine - When interfaced with the array of navigational augurs and logic engines, the machine spirit of the Dreadclaw began to manifest a surprising degree of self-awareness - Should a Dreadclaw scatter on top of impassable terrain or another model then reduce the scatter distance by the minimum required in order to avoid the obstacle. In addition, when arriving from Deep Strike the Dreadclaw rolls 3 dice for scatter and must discard one (this need not be the highest) a 'hit' is obviously still a 'hit'.

Editors Note - The following rule is a bit of an experiment based on feedback. If anybody can think of a better way of doing it I'm open to suggestions ;-)
*** Assault Boat - Once landed the Dreadclaw counts in all respects as a Vehicle that has suffered an immobilised damage result for the purposes of movement and vehicle damage table results. However, any turn after the one in which it has landed the Dreadclaw can attempt to redeploy to another location in the following manner - As long as there is a unit embarked in the Dreadclaw you may roll a die in the movement phase. If the result is a 1-5 the Dreadclaw is removed from the table and put into reserve together with the embarked unit and is rolled for from reserves as normal. If a 6 is rolled then something has gone wrong and the Dreadclaw may not be moved for the rest of the game. All normal rulebook rules for reserves apply so if your Dreadclaw is in reserve after turn 5, it and the embarked unit counts as destroyed for the purposes of both Kill Points and Victory points.

Options
May be fitted with a Dirge Caster **** for 5 points

**** Dirge Caster - Emits a terrifying mix of Screams, Wails, Scrapcode and unholy prayers to the Chaos Powers - Any enemy unit within 6" suffers a leadership modifier of -1, Any friendly unit within 6" becomes 'Stubborn'

That should do it. Unfortunately, much as I would have liked to there is no basis in the background for giving the Dreadclaw a ranged weapon. Also, I always thought it a bit daft that a force only using a small amount of Drop Pods would still choose to launch them piecemeal so I fixed that.

There was of course lurking in the back of my mind the option of making the Dreadclaw damage whatever it lands on rather than avoiding it like Drop Pods do, If people like that option better I'll have a think about it.

Thoughts?

Sunday, 20 June 2010

Fixing C:CSM - Part 10 - Dreadnoughts (again)

In an effort to allow players to customise their Dreadnoughts in any way they chose I ended up with this confusing mishmash of ideas.

So I've had a rethink.

I'm going to split the entry into 2 variants.

1) An assault version that will go in the Elites section.
2) A fire support version that will go into the Heavy Support section.

This post will deal with the Assault version

Chaos Dreadnought - 110 Points.

Dreadnought WS 5, BS 4, S 6, F 12, S 12, R 10, I 4, A 5

Unit Type - Vehicle (Walker)

Wargear
Smoke Launchers, Searchlight, 2x Dreadnought Close Combat Weapon c/w Twin-Linked Bolter.

Special Rules
Crazed *, Bonded for an Eternity **

* Crazed - A millennia locked in the sarcophagus of a Dreadnought gradually eats away at the sanity of even the strongest mind - At the beginning of each turn roll a die for each Chaos Dreadnought, if the result is 2-6 the Dreadnought acts normally. Should the roll be a 1 however, the Dreadnought becomes subject to the 'Rage' and 'Fleet' special rules until the beginning of the next controlling players turn.

** Bonded for Eternity - The Dreadnought and pilot have endured an eternity of constant warfare and shrugs aside any damage that would keep them from destroying their prey - The Dreadnought ignores All 'Crew Shaken' and 'Crew Stunned' effects from any source.

Options
One or both Twin-Linked Bolters may upgraded to Heavy Flamers for 5 points each.
May be equipped with a Havoc Launcher for 10 points.
May take a Dirge Caster *** for 5 points

*** Dirge Caster - Emits a terrifying mix of Screams, Wails, Scrapcode and unholy prayers to the Chaos Powers - Any enemy unit within 6" suffers a leadership modifier of -1, Any friendly Unit within 6" becomes 'Stubborn'.

Marks
May take one of the following Marks.

- Mark of Slaanesh : +1 I, counts as being armed with Assault Grenades - 10 points.
- Mark of Khorne : Gains D3 Attacks for charging rather than the normal 1. In addition a Dreadnought with the Mark of Khorne fails its 'Crazed' roll on a 1, 2 or 3 - 15 points.
- Mark of Nurgle : Counts as being armed with both Assault and Defensive Grenades - 15 points.
- Mark of Tzeentch : Gains a 5+ Invulnerable Save - 25 points

A Dreadnought that has taken the Mark of Slaanesh may take any of the following upgrades
- May exchange any Twin-Linked Bolter for a Sonic Blaster for 5 points
- May exchange any Twin-Linked Bolter for a Doom Siren for 10 point

A Dreadnought that has taken the Mark of Tzeentch may take any of the following upgrades
- Inferno Bolts for Twin-Linked Bolters - 5 points per Bolter

That should do it. A pure assault Dreadnought that will mess you up if it reaches you ;-)


Friday, 18 June 2010

Fixing C:CSM - Part 9 - Possessed


Possessed are a lot more cursed than gifted from a game point of view.

Problems.
1) Having to roll for their random ability after you deploy is just stupid.
2) They're too expensive points-wise
3) They need a way of hurting vehicles.

From a 'Fluff' point of view possessed are extremely powerful assault units that are quite capable of tearing holes in vehicles and ripping to pieces the squishy contents. A number of rules can reflect this, Rending being the most obvious with Furious Charge, Fleet, Feel no Pain and any number of others also being appropriate. Of course we should really save Furious Charge for the 'Fixing Khorne Berzerkers' article, lol.

Let's look at the 'Possessed abilities table' for a moment...

1) Scouts - Can't see this one being appropriate at all
2) Furious Charge - This ones okay but I'm of the opinion that Daemons are always pretty angry and therefore this should be reflected in their base profile
3) Fleet - Again I don't see this one as being particularly in character
4) Rending - This ones spot on for reasons I've already mentioned
5) Feel no Pain - A possibilty but I'd like to keep this more for the Nurgle units.
6) Power Weapon - Overpowered for the points cost I'd like to give them.

Now I have 3 viable options for how I do this...

1) Keep a random table but have it rolled for before deployment and remove the inappropriate abilities.
2) Allow you to purchase individual abilities for appropriate points.
3) Just give them a standard set of abilities, with upgrades being applied by Mark.

Decisions, Decisions...

Possessed Chaos Space Marines - 23 points each

Possessed - WS 5, BS 2, S 5, T 4, W 1, I 5, A 2, Ld. 10, Save 3+/5+
Champion - WS 5, BS 2, S 5, T 4, W 1, I 5, A 3, Ld. 10, Save 3+/5+

Unit Type - Infantry, Number/Squad 5-20

Wargear
Power Armour, Close Combat Weapon.

Special Rules
Fearless, 5+ Invulnerable Save, Rending.

Character
One model may be upgraded to a Champion for 15 points

He may replace his close combat weapon with one of the following, but if he does so he loses the 'Rending' special rule.
- Power weapon - 15 points
- Power Fist - 25 points

Marks
The unit may be given one of the following Marks
- Slaanesh (+1 I) - 15 points
- Khorne (+1 A) - 25 points
- Nurgle (+1 T) - 40 points
- Tzeentch (+1 Inv. Save) - 35 points

Options - The entire squad must have the same options upgrades
Daemonic Flight - The unit type becomes Jump Infantry - 10 points per model.
Note - Any model with the Daemonic Flight upgrade must be converted appropriately

Transport
Squads without the 'Daemonic Flight' upgrade may have a Chaos Rhino dedicated transport.


So now their better in a fight, can hurt vehicles (with the appropriate upgrades) and might actually be worth taking. I added the 'Daemonic Flight' option as I quite like the possessed models with the wings and thought that anybody who has modelled a unit all with wings should be able to use that option in-game.
Also before anybody raises issues of them being overpowered bear in mind that a unit of 10 with a Power Fist Champion would cost 270 points and that's without a Mark or a Transport.

Thoughts?

Tuesday, 15 June 2010

Fixing C:CSM - Part 8 - Typhus


This guy doesn't need much tweaking to make him viable, but to be honest I didn't really know how powerful I should make the 'Destroyer Hive' ability.

Editors Note : I've completely rewritten 'Destroyer Hive' as my first attempt sucked.

Typhus - 225 points

WS 5, BS 5, S 4, T 5, W 4, I 5, A 3, Ld 10, Save 2+

Unit Type - Infantry (Unique)

Number/Squad - 1

Wargear
- Terminator Armour
- Manreaper *
- Personal Icon
- Greater Mark of Nurgle

* Manreaper - The Manreaper is a gigantic scythe that counts as both a Daemon Weapon and a Force Weapon and gains all the benefits of both. In addition the Manreaper counts as poisoned (2+)

Special Rules
- Fearless
- Eternal Warrior
- Independent Character
- Feel No Pain
- Aura of Pestilence **
- Destroyer Hive ***
- Herald of Nurgle ****

Psychic Powers
- Nurgles Rot
- Breath of Chaos

** Aura of Pestilence - Typhus Counts as being armed with both Assault and Defensive Grenades.

*** Destroyer Hive - Typhus's body is host to a horrific plague that manifests itself as a swarm of insects that pour from the cracks and vents in his armour- Once per game Typhus can unleash the Destroyer Hive with the following effect. All non vehicle units and units in transport vehicles that count as open topped within 14" of Typhus take D6+1 automatic hits at S2 (roll for each unit effected individually). These hits ignore both armour and cover saves (invulnerable saves may be taken as normal).

**** Herald of Nurgle - Typhus may use both his psychic powers and his Force Weapon in the same turn, He automatically passes his psychic tests for his psychic powers but must roll for his Force Weapon as normal. Typhus may choose to ignore any effects caused by enemy Nurgle Psychic powers or gifts that have him in their area of effect, in addition poison weapons count as normal weapons when used against him.

So he now has all the useful abilities he used to have and might actually survive long enough to use some of them now.

Thoughts?

Monday, 14 June 2010

Fixing C:CSM - Part 7 - Chaos Dreadnoughts.


Chaos Dreadnoughts are very rarely taken in CSM armies...why?

1) The model is fucking awful, lol.
2) Crazed means your Dreadnought does something you can't control 33% of the time.
3) They don't really have much in the way of character to make up for points 1 + 2 even in 'Fluffy' armies.

What they need to be viable.

1) A decent model would be nice.
2) Crazed needs a total rethink, Fire Frenzy needs dumping.
3) Some way of making Dreadnoughts of a particular god a bit more characterful.

I like to think of Chaos Dreadnoughts being quite assault orientated therefore the 'default' configuration is going to be biased towards that, with options to make it shooty if that's your preference. I've also changed a few things like the Reaper Autocannon profile and how Dirge Casters work (these changes will end up being consistent across the board for all units so if you don't like them now is the time to complain).

Chaos Dreadnought - 105 Points.

Dreadnought WS 5, BS 4, S 6, F 12, S 12, R 10, I 4, A 2/4

Unit Type - Vehicle (Walker)

Wargear
Smoke Launchers, Searchlight, 2x Dreadnought Close Combat Weapon c/w Twin-Linked Bolter.

Special Rules
Crazed *, Bonded for an Eternity **

* Crazed - A millennia locked in the sarcophagus of a Dreadnought gradually eats away at the sanity of even the strongest mind - At the beginning of each turn roll a die for each Chaos Dreadnought, if the result is 2-6 the Dreadnought acts normally. Should the roll be a 1 however, the Dreadnought becomes subject to the 'Rage' and 'Fleet' special rules until the beginning of the next controlling players turn.

** Bonded for Eternity - The Dreadnought and pilot have endured an eternity of constant warfare and can shrug aside damage that would incapacitate a lesser construct - All 'Crew Stunned' results are reduced to 'Crew Shaken'.

Options
The Dreadnought can exchange either or both arms for any of the following options. It loses an attack for each Dreadnought close combat weapon exchanged and the attached Twin-Linked Bolter. If the Dreadnought is left with no Dreadnought close combat arms it obviously no longer gets the bonuses for them.

If two of the same options are taken then the 2nd selection uses the higher points cost.

- Reaper Autocannon - 15/25 points ***
- Twin-Linked Lascannon - 25/35 points
- Multi-Melta - 15/25 points
- Plasma Cannon - 25/35 points
- Missile Launcher - 10/10 points

*** Reaper Autocannon - Range 36", S7, AP 4, Heavy 3, Twin-Linked.

A Twin-Linked Bolter may upgraded to a Heavy Flamer for 5 points.
May be equipped with a Havoc Launcher for 10 points.
May take a Dirge Caster **** for 5 points

**** Dirge Caster - Emits a terrifying mix of Screams, Wails, Scrapcode and unholy prayers to the Chaos Powers - Any enemy unit within 6" suffers a leadership modifier of -1, Any friendly Unit within 6" becomes 'Stubborn'.

Marks
May take one of the following Marks.

- Mark of Slaanesh : +1 I, counts as being armed with Assault Grenades - 10 points.
- Mark of Khorne : Gains D3 Attacks for charging rather than the normal 1. In addition a Dreadnought with the Mark of Khorne fails its 'Crazed' roll on a 1 or 6 - 20 points.
- Mark of Nurgle : Counts as being armed with both Assault and Defensive Grenades - 15 points.
- Mark of Tzeentch : May select a single psychic power from those available to the Chaos Sorceror (obviously I haven't made these up yet, lol) and Counts as Ld. 10 for the purposes of taking psychic tests - 25 points

A Dreadnought that has taken the Mark of Slaanesh may take any of the following upgrades

The Dreadnought can exchange either or both arms for any of the following options
- Blastmaster - 15 points

May exchange any Twin-Linked Bolter for a Sonic Blaster for 5 points
May exchange any Twin-Linked Bolter for a Doom Siren for 10 points

A Dreadnought that has taken the Mark of Tzeentch may take any of the following upgrades
- Inferno Bolts for Twin-Linked Bolters - 5 points per Bolter
- Inferno Bolts for Heavy Bolters - 15 points per Heavy Bolter

This one took a lot of thought and therefore is probably most open to debate.

The debating floor is now open...

Wednesday, 9 June 2010

Fixing C:CSM - Part 6 - Obliterators


Editors Note - Modified based on feedback, got rid of champion option as it seemed out of place. I think It's about spot-on now.

Obliterators have always been the 'Swiss Army Knife' of units. Unfortunately 5th. Ed. has made vehicles a lot harder to kill and Kill Point missions have made single Obliterator suicide Deep Strike units a bit of a liability.

Stuff we'll be keeping.
1) Without all those weapon options they wouldn't be Obliterators now would they?

Stuff they need.
1) Increased Survivability - How difficult is it to kill a standard Terminator? How about 2? The answer is 'Not Very' therefore our unit needs to be as tough as a shape changing gun platform with Plasma for blood should be ;-)
2) An anti-infantry weapon option
3) Appropriate points cost - In 4th. Ed. they were probably priced about right, now...not so much.

Stuff that would be cool.
1) An upgrade character of some kind - I've changed my mind about this.


Obliterator Cult - 70 Points Each

Obliterator - WS 4, BS 4, S 4, T 5, W 2, I 4, A 2, Ld 10, Save 2+/5+

Unit Type - Infantry, Number/Squad 1-3

Wargear - Power Fist, Obliterator Weapons*

* Obliterator Weapons - The unit may select one of the following weapons per turn - Lascannon, Multi-Melta, Plasma Cannon, Multi-Laser, Heavy Flamer, Twin-Linked Plasma Gun, Twin-Linked Meltagun.

Special Rules
Fearless, 5+ Invulnerable Save, Slow and Purposeful, Deep Strike.

There you go. They're now slightly harder to torrent to death and slightly more survivable Vs. Heavy weapons than they were before and they have a ranged anti-infantry weapon option. Their points cost has been reduced to take into account there limitations in this new world of Mech.

Wednesday, 2 June 2010

Fixing C:CSM - Part 5 - Chaos Cultists.


I like the idea of a massive expendable meatshield charging towards the enemy, though that might just be because I read 'Storm of Iron' by Graham McNeill 6 times a year ;-)

Editors Note : Modified several times based on feedback.

'New' Troop Choice.

Chaos Cultists - 3 points each

Cultist - WS 2, BS 2, S 3, T3, W 1, I 3, A 1, Ld 7, Save 6+
Herald - WS 3, BS 3, S 3, T3, W 1, I 3, A 2, Ld 8, Save 6+

Unit Type - Infantry, Number/Squad 10-50

Units of Cultists do not use up any force organisation chart selection slots, but are otherwise treated as a Troops unit. There may not be more Cultist units in the army than other Troops choices.

Wargear
Close Combat Weapon, Scavenged Rifle*

* Scavenged Rifle - Cultist arm themselves with a variety of stolen, 'acquired' or improvised weapons from a variety of sources - Regardless of what weapon is represented on the model all Cultists weapons use the following profile.

Scavenged Rifle - Range 18", S 3, AP -, Assault 2
Scavenged Pistol - Range 12", S 3, AP -, Pistol

Character
One model may be upgraded to a Herald for 10 points.

He may swap his Rifle for a Pistol for free
He may replace his Close Combat Weapon with an Eviscerator for 15 points
He may have Meltabombs for 5 points

Icon
One model may be given a Personal Icon for 5 points

Options
The whole unit may replace their Rifles for Pistols for Free

For every ten Cultists in the unit one model may exchange his Rifle or Pistol for the following.
- Flamer - 5 Points

The entire unit can take any of the following upgrades.
- Frenzon Dispenser** - 1 point per model
- Improvised Explosives*** - 1 point per model

** Frenzon Dispenser - This primitive injector floods the Cultists bloodstream with a mix of stimulants and narcotics that heighten both their strength and reflexes. Such a boost to the system is not without It's consequences however...
The controlling player may declare that he is going to use the dispenser at the beginning of the Assault Phase. The unit then gains the Furious Charge special rule for that Assault Phase only. At the end of the Assault Phase the unit must remove D6 models as casualties. These casualties are taken at the end of the Assault Phase after all normal required tests have been made and therefore do not count towards combat resolution.

*** Improvised Explosives - Pipe bombs, petrol bombs and primitive grenades can all be made simply but are still crudely effective.
The unit counts as being armed with Frag Grenades.


I just think Cultists are a cool idea and at least it makes themed Alpha Legion armies possible. I'm not sure whether more options are need or if that will do. Must resist the urge to make up dozens of new special rules...

Opinions are (as always) welcome.

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?

Sunday, 30 May 2010

Fixing C:CSM - Part 3 - Raptors.


Note : This post has been edited based on feedback.

It goes without saying that I'm not doing these particular articles in anything even resembling a logical order, lol.

Raptors are mainly associated with the Night Lords traitor Legion, however I'm operating on the principle that over time that's just what renegades have ended up calling their Assault Marines.

So what do we think these guys need then? Well It's my Blog so I'll answer that one ;-)

1) They should actually be scary.
2) They shouldn't just be 'Evil' Space Marines with Jump Packs, they should have an identity of their own.
3) They should be better than Assault Marines by virtue of experience alone.
4) They should have access to a greater number of special weapons than a standard unit.
5) Their special rules should reflect the above mentioned unique identity.

Chaos Raptors - 23 points each

Raptor - WS 4, BS 4, S 4, T 4, W 1, A 2, Ld 9, Save 3+
Aspiring Champion - WS 5, BS 4, S 4, T 4, W 1, A 2, Ld 10, Save 3+

Unit Type - Jump Infantry, Number/Squad 5-20

Wargear
Power Armour, Bolt Pistol, Frag + Krak Grenades, Close Combat Weapon.

Special Rules
Hit and Run, Precision Descent*
* Precision Descent - Raptors have perfected the art of attacking at exactly the point that strikes most fear into the enemy - If arriving from Deep Strike the Raptor unit rolls 3 dice for scatter and must discard one (this need not be the highest). In addition Raptor units that include an Aspiring Champion may assault on the turn they arrive from Deep Strike as long as they take no other action (shooting, running etc).

Character
One model may be upgraded to Aspiring Champion for 25 points

He may take a Raptors Scream** for 25 points
** Raptors Scream - This device amplifies the champions war cry into a blast of sound that overloads the enemies senses - Any enemy unit charged by the unit containing the Champion must take a Leadership test at -2, if this test is failed the charged unit counts as being Initiative 1 for the first round of combat.

He may replace his Bolt Pistol with a Plasma Pistol for 10 points
He may have Meltabombs for 5 points
He may take a Personal Icon for 5 points
He may replace his close combat weapon with one of the following
- Power Weapon - 15 points
- Power Fist - 25 Ponts
- Lightning Claw - 15 points
He may replace both his close combat weapon and Bolt Pistol with a pair of Lightning Claws for 25 points.

Marks
The Unit may take one of the following Marks
- Chaos Glory (reroll failed morale tests) - 10 points
- Slaanesh (+1 I) - 20 points
- Khorne (+1 A) - 30 points
- Nurgle (+1 T) - 45 points
- Tzeentch (5+ Inv. save) - 35 points

Options
Up to 3 Raptors may replace their pistol with a Plasma Pistol for 10 points per model, or take one of the following
- Plasma Gun - 10 points
- Meltagun - 10 points
- Flamer - 5 points

I think overall this makes the Raptors a far more useful unit. They can be configured as an effective 'suicide' unit with the 3 Meltaguns or as a larger effective close combat unit.

I didn't want to just copy the Blood Angels rule 'Descent of Angels' and I think that my 'Precision Descent' rule is a good compromise as it increases the likely-hood of an average roll should the unit scatter but also gives you the tactical option of scattering the larger distance if there's a juicier target further away.

Thoughts?

Saturday, 29 May 2010

Fixing C:CSM - Part 2 - The Chaos Lord.

Note - I've edited this a bit based on comments made.

Okay, hands up who takes a Chaos Lord to lead their Chaos Space Marines...That's no-one then...glad we got that out of the way.

Chaos Lords should be hard as a coffin nail. Many of them were Captains in Traitor Legions, Most have been killing stuff that annoyed them for 10,000 years. So how is this Daemonically patronised killing mission represented? Well I'll tell you.

Space Marine Captain Statline only with a worse Invulnerable save...Great, Thanks a lot Gav.

In my humble opinion he should be more like this.

Chaos Lord - 120 points

WS 8, BS 5, S5, T4, W 3, I 5, A 4, Ld 10 Save 3+/4+ (These are intentionally higher than a Space Marine Captain)

Wargear
Power Armour, Boltgun, Bolt Pistol, Close Combat Weapon, Frag + Krak Grenades, Personal Icon, Dark Halo*

* Dark Halo - Many Chaos Lords were originally Captains in the Traitor Legions or have slain loyalist Captains who have dared oppose them. Their Iron Halos have been corrupted and infused with the power of the warp. - All Chaos Lords gain a 4+ Inv. save (included in Profile)

Special Rules
Fearless, Independent Character.

Options

May take the following upgrade.
Eye of the Gods - The Chaos Lord has earned great favour in the eyes of his patron and enjoys his special favour - Lord gains the 'Eternal Warrior' special rule - 30 points

Must take one of the following (as per this post)
- Greater Mark of Chaos Undivided - Free
- Greater Mark of Khorne - 20 Points
- Greater Mark of Slaanesh - 15 Points
- Greater Mark of Nurgle - 30 Points
- Greater Mark of Tzeentch - 25 Points

May replace Bolt Pistol with a Plasma Pistol for 10 points (I think Plasma is overpriced normally)

May replace close combat weapon with one of the following
- Power Weapon - 15 points
- Power Fist - 25 points
- Single Lightning Claw - 15 points
- Pair of Lightning Claws - 25 points
- Daemon Weapon (I'm undecided yet on how to do Daemon Weapons so they'll get their own post)

May upgrade bolter to a combi-weapon for 10 points.

May take one of the following
- Jump Pack or Wings - 25 points - Any Chaos Lord with a Jump Pack or Wings may take one Chaos Raptor unit as a troops choice as long as they have the same mark as the Lord. He does not have to join this unit unless he so desires.
- Bike - 30 points - Any Chaos Lord mounted on a Bike may take one Chaos Biker unit as a troops choice as long as they have the same mark as the Lord. He does not have to join this unit unless he so desires.
- Daemonic Steed - 30 points (Haven't decided if I'm happy with these the way they are or not so they'll probably get their own post as well)

May instead replace all wargear with Terminator Armour, Twin-Linked Bolter, Power Weapon, Personal Icon, Dark Halo for 30 points.

Must take one of the following
- Greater Mark of Chaos Undivided - Free
- Greater Mark of Khorne - 20 Points
- Greater Mark of Slaanesh - 15 Points
- Greater Mark of Nurgle - 30 Points
- Greater Mark of Tzeentch - 25 Points

May upgrade Twin-Linked Bolter to a combi-weapon for 5 points.

May replace Power weapon with
- Power Fist - 10 points
- Chain Fist - 15 Points
- Single Lightning Claw - 10 points
- Daemon Weapon (I'm undecided yet on how to do Daemon Weapons so they'll get their own post)

May replace Twin-Linked Bolter + Power Weapon for a pair of Lightning Claws for 10 points.

A Lord in either Power Armour or Terminator armour May replace Bolt Pistol + Bolt Gun or Twin Linked Bolter with a Kai Gun** for 20 Points.

** Kai Gun - Forged on a world lost deep in the Eye of Terror these weapons condense the power of the warp into a pulse of pure hatred.
Kai Gun - Range 36", S6, AP4, Assault D6, Pinning,

Mark specific upgrades (regardless of whether the Lord is in Power or Terminator Armour)

Nurgle
May take Blight Grenades for - 10 Points
Slaanesh
May swap Bolter or Twin-Linked Bolter for a Sonic Blaster - 5 Points.
Khorne
May take Blessing of the Blood God (as per the Chaos Daemons Codex) - 5 Points
Tzeentch
May purchase Inferno Bolts, these will change the AP of any weapon he carries that fires a bolt round to AP3 - 10 points.

I'm beginning to appreciate the effort GW designers must have to go through to come up with this stuff (with the exception of Gav Thorpe who deserves nothing even approaching sympathy).

This entry will probably get a whole lot bigger as additional upgrades are suggested, but until then, Thoughts?

Friday, 28 May 2010

Fixing C:CSM - Part 1 - Marks and Icons


As you may or may not be aware Codex: Chaos Space Marines isn't very good..at all...not even slightly.

In the unlikely event that anybody from GW stumbles across my humble Blog i suppose I should be marginally more constructive than planning inventive ways of torturing Gav Thorpe to death.

Therefore...

Part 1 - Marks and Icons.

The problems.

1) Marks of Chaos don't really add much in real terms when you put them on a Chaos Lord or Sorceror and (up until recently) were only put on Daemon Princes so you could give them Lash of Submission.
2) On units I can understand them not having the same benefits as the 'Cult' troops, that's fair enough. What I don't understand is why they forget that they're slightly faster, tougher or whatever when the guy with the icon catches a bolt shell to the face. Apparently picking up sacred icons isn't covered in the 'So you've decided to turn to Chaos' handbook.

Solution to problem 1

Chaos Lords, Chaos Sorceror's and Daemon Princes should have access to a better Mark than an 'ordinary' Chaos Marine. Lets call them 'Greater Marks of Chaos' till I can think of something cooler.

Greater Mark of Chaos Undivided: +1S, Gains one free 're-roll' per game that may be used for any purpose.
Greater Mark of Khorne : +1 WS*, +1A, Furious Charge.
Greater Mark of Nurgle : +1 T, Feel no Pain, Defensive Grenades.
Greater Mark of Tzeentch** : Invulnerable save becomes 3+ (Chaos Lord), Rolls 3 Dice for Psychic tests and may discard one of his choice (Chaos Sorceror).
Greater Mark of Slaanesh : +2 I, Fleet, Defensive Grenades***.

* I'm going to make the Chaos Lord WS 8 basic so that +1 to WS will make a big difference.
** These are a bit lame but I couldn't think of anything better (for the moment).
*** Slaanesh is a tricky one as from a 'Fluff' point of view they should really have Feel no Pain.

Solution to problem 2

Units pay for a Mark. Feel free to make a nicely converted Icon Bearer but if he dies the unit still gets the 'Mark' upgrades it however loses the ability to use the Icon as a scatter prevention target for Deep Strikes. I personally think this is a decent compromise.

Note - These articles will probably get edited a lot as balance issues occur to me based on other changes.

Thoughts?

Related Posts with Thumbnails