attached mail follows:
Well, after hunting the Net and old White Dwarfs for info, I finally
found some on the nature of the various Chaos Traitor Legions. The
info I have comes from the Realm of Innisfail site which is supposed to
come from the various Chaos books from Realm of Chaos to the current
Chaos Marines Codex. Note that any new units listed just after the
Company and its power are ONLY able to be fielded by THAT particular
Legion. So here's my suggestions for the Legion Company Cards for
the Chaos Marine army list:
Note: ALL Company Cards consist of one Chaos Champion Stand plus 3
detachments of your basic Chaos Space Marine stands with 5 stands per
detachment. This is in keeping with the original 4 Chaos Legion
Cards of Thousand Sons, Emperor's Children, World Eaters and Death
Guard. More specialised units are available as support cards.
Word Bearers
The Word Bearers are the most fanatical of the unaligned
Legions. Their religious fervour is legendary and they are known to
go berserk in battle charging incredible distances, unleashing massive
barrages of fire or shrugging off the most horrendous of wounds.
Company: Word Bearers' Legion
BP:8 Morale:2 VP:5
Cost- 500
Chaos Power: Religious Fervour
Play- On any Word Bearers Marine unit
Effect- The Unit may choose to either a) Double their move; b) fire twice
or c) gain a 5+ unmodifiable save. The effect lasts until the end
of the current turn.
Special Card:
Word Bearer's Chaplain
Chaplains are the religious leaders of
the Space Marine forces as well as formidable warriors due to their
unshakable determinism. The Word Bearers are the only Chaos Legion known
to have retained Chaplains amongst their ranks, although their devotion
is toward Chaos Undivided rather than the Emperor. All Word Bearer stands
within 10cm of the Chaplain stand may add +1 to its close combat score.
The bonus applies to all troop stands & bikes.
Stats- As per a normal Chaplain
Chaplain stand, Rhino
BP:Stand Morale: N/A VP:1
Cost- 75
Night Lords
The Night Lords are known for being ruthless warriors, caring nothing
for the suffering of their victims. So horrendous are their acts
and reputation that even the most stalwart warrior has been known to fall
back in the face of their attack.
Company: Night Lords' Legion
BP:8 Morale:2 VP:5
Cost- 500
Chaos Power: Fearsome Reputation
Play- On any Night Lords Marine unit at the start of the turn.
Effect- All enemy units within 10cm of the Night Lords unit automatically
receive Fall Back orders as if they had failed a Morale Check. Only
units immune to Morale Checks remain unaffected. Enemy units may
try to recover as normal at the end of the turn.
Support Card:
Raptor Marines
Stats
5 Raptor Marine Stands
BP:3 Morale:2 VP: 3
Cost: 250pts
Iron Warriors
The Iron Warriors are some of the best siege troops in the known
galaxy. They excel at assaulting and forcing enemy forces out of
built up areas.
Company: Iron Warriors' Legion
BP:8 Morale:2 VP:5
Cost- 500
Chaos Power: Siege Breaker
Play- On any Iron Warriors Marine unit.
Effect- If fighting in a built up area (in buildings, rubble, trenches or
fortifications) the unit doubles its CAF until the end of the turn.
Support Cards:
Iron Warriors Iron Dreadnought Detachment:
Stats
Special: Seige Missiles
Iron Dreadnoughts are armed with special Siege Missiles that use a sonic
shock to undermine the foundations of buildings. Iron Dreadnoughts
may target buildings with their shots. If they decide to do this,
the shot only affects the building and if the building survives, any
occupants are unharmed.
4 Iron Dreadnoughts
BP:2 Morale:2 VP: 3
Cost: 300pts
Alpha Legion
The Alpha Legion were renown in their time for their tactical genius
and ability to react well in any situation. Currently they operate
many units of specially trained Cultists to infiltrate areas and wreak
havock amongst enemy forces.
Company: Alpha Legion Legion
BP:8 Morale:2 VP:5
Cost- 500
Chaos Power: Tactical Genius
Play- On any Alpha Legion Marine unit.
Effect- The Unit is treated as a Command Unit for purposes of orders,
movement and firing. This effect lasts until the beginning of the
next turn.
Support Card:
Cultist Infiltrators Detachment
Stats
6 Cultist Infiltrator Stands
BP:3 Morale:3 VP: 2
Cost: 150pts
Thousand Sons
No Change to normal rules for legion card
Death Guard
No Change to normal rules for legion card
Emperor's Children
No Change to normal rules for legion card
Support Card:
Noise Marines
Stats
5 Noise Marine Stands
BP:3 Morale:2 VP: 3
Cost: 300pts
World Eaters
No Change to normal rules for legion card
Support Card:
Khornate Berserkers
Stats
Rage of Khorne
Once per game the Berserkers may triple their move when they
charge.
5 Khornate Berserker Stands
BP:3 Morale:2 VP: 3
Cost: 300pts
Other notes:
The Thousand Sons, Emperor's Children, Death Guard and World Eaters may
field Tzzenchian, Slaneeshi, Nurgle and Khornate Daemons
repectively. Lesser Daemons are bought as support cards and Greater
Daemons are bought as Special cards. The Greater Daemons get their
Chaos Cards still, but can only use them to save themselves from Doom
(NOT other Daemons) or to enhance the company they were bought for (and
only THAT company). In addition, they may field Power-specific
cards (such as Daemon Engines) relevant to their Chaos Power.
Word Bearers may field any GOD-specific Minion Card as support as they
worship Chaos Undivided (much like the Deathskulls from the Orks).
They still cannot field cards specific to another LEGION (like the Iron
Dreadnoughts or the Raptors for example) but can field Daemons Engines
and Lesser Daemons.
So how do these look to everyone? Comments?
This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:59:06 UTC