> > Khorne berzerkers.
> > Chaos space marines but morale 1, CAF +5 and armed with boltpistols.
>
>CAF +4 and the following rule:
>
>Blood for the Blood God!
>The unit gets +1 CAF when charging, but must roll 1d6 each time is
>activated: on a 1 its orders are switched to Charge orders (even if
>is an HQ unit), and it will move towards the nearest enemy in LoS and
>attempt to initiate close combat.
The CAF bonus when charging is fine, but i dislike dice rolls when
activating. Maybe thats just me though :)
>
> > Plague marines
> > Chaos space marines but morale 1, 6+ fixed saving throw.
>
>Armor save 5+/6+ fixed, armed with Bolters (50cm, 1, 5+, 0) and
>Plague Knives
>
>Plaguesword/Plague Knives
>Models armed with Plagueswords or Plague Knives are deadly in close
>combat, as these foul weapons have a chance of infecting with all
>manners of rot and disease even the smallest wound they cause. When a
>model armed with a Plaguesword rolls double 4, 5 or 6 on the Close
>Combat roll, the opposite model is slain even if wins or ties the
>close combat. Plague Knives functions similarly, but kills only on
>double 6. These weapons can affect only infantry, cavalry and light
>artillery units.
Not too keen on this.. they arent that effective compared to...say..the
weaponry terminators carry. I'd rather just keep them as stubborn, resilient
troops, rather than close combat specialists.
>
>
> > Noise marines
> > Chaos space marines but morale 1, their weapons have 2 attacks but
>hit on 5+
> > instead. Maybe drop the CAF by one.
>
>Yeah, CAF +2 and weapons (50cm, 2, 5+, 0), but with the special
>ability Warp Scream (from CSM 40k codex)
>
>Warp Scream
>All stands charged by a unit with this ability must make a Morale
>check: if failed, they must re-roll all Close Combat dice which roll
>a 6 (the second result stands). This power doesn't affect AI units.
This is cool. I like it. I'd let them keep the -1 TSM though, to give at
least one chaos shooty infantry unit. They're still inferior to devastators.
>
> >
> > Thousand sons
> > 6+ fixed saving throw. CAF +2, boltguns. Their break point equal
>the size of
> > the detachment. Always fires on first fire orders if advancing.
>
>I view thousand sons in another way, with these special abilities:
>
>Automatons
>Automatons are considered AI units. However, due to their nature they
>have no initiative and must be controlled at all times: Automatons
>may only be given orders if within 10cm of a Tzeentch Magus or a
>Greater D�mon of Tzeentch. If there is no Magus or Greater D�mon
>within range, they will advance on the nearest enemy and fire on them
>in the Advance Fire phase. Due to their awkward and stiff motions,
>automatons never double movement on Charge orders.
>
>Immune to Pain
>Units with this skill ignore any wound from weapons without a TSM of
>at least -1.
I like the automaton rule.. its quite characterfull. Immune to pain is too
powerfull though I think. Remember that an infantry stand would propably
have a plasma gun or lascannon as well, which could kill them off. Give them
a fixed saving throw works better IMO.
>
> >
> > Sorcerous marines
> > Normal CSM stats, 4+ psychic saving throw, may ignore terrain when
>moving
> > due to spells.
>
>Veteran Marines profile with the 4+ psychic save instead?
That works actually. Give them the veteran infiltration too maybe
>
> >
> > Raptors
> > Jump packs, CAF +4, bolt pistols, maybe same ability as blood claws
>have ?
>
>I've given them a meltagun (25cm, 1, 4+, -2, ignores cover) and
>CAF+3, in the new 40k codex they are more weapon-oriented. Oh, and
>the Hit&Run ability.
I like the idea of them having meltaguns.. makes them a bit more worthwhile,
and gives us a reason to pump up the cost.. thus making them more rare
*grins*
How would you do the hit and run ??
>
> >
> > Demon prince.
> > Move 10, CAF +5, 6+ save, no ranged attack. Player can pick 2 or 3
>options
> > from this list:
> >
> > Wings (move 15, leap over terrain)
> > Fearsome (same fear effects as greater demon)
> > Psyker (ranged attack 50 cm, 2 attacks on 4+, -1 TSM)
> > Warrior (CAF +8)
> > Demonic armour (4+ saving throw)
> > Sorceror (4+ psychic save. May negate psychic attacks within 35 cm
>on a 4+)
> > Followers (4 chaos cultist stands that form a detachment with the
>prince and
> > counts as HQ units)
> > Dedicated (may take forces from one chaos god)
> > Favoured (receives a chaos card)
> >
> > add or change as needed.
>
>Great! I've designed various D�mon Princes, but this system works a
>lot better! We've to design different lists for all the 4 powers ;)
heh, or just some "Nurgle only" options etc. That would be a simple
solution. We can add more to the above list... chaos is all about options
and this would be good for conversion work too.
As long as the options are equally worthwhile to choose, it should be fine.
Weasel
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Received on Thu Nov 21 2002 - 21:32:41 UTC