Dark-Magos Posted January 20, 2009 Share Posted January 20, 2009 Hi, I am starting a Dark Mechanicus themed Chaos Warband that features Daemonicaly possessed mechanical cyborgs - think Defiler's but on a smaller scheme. Now I already have the design thought out but I am stuck on what rules to use to represent them. I'll be using the standard Chaos Marine Codex and I've narrowed down my choices to the following units - 1. Thousands Sons, slow and purposefull and inferno rounds would possessed nature of the armour with the unit champion's powers modeled as Mechanical upgrades 2. Plauge Marines, feel no pain and increases thoughness would highlight the mechanical nature of the armour better. What do you guys think? Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/ Share on other sites More sharing options...
Magnus Thane Posted January 20, 2009 Share Posted January 20, 2009 Thousand Sons. They're already automatons and their invul safe and inferno rounds could reflect their superior tech daemonized tech. Lots of Oblits are a must too in such a fluffy list. Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1850805 Share on other sites More sharing options...
Dark-Magos Posted January 20, 2009 Author Share Posted January 20, 2009 Thanks for the quick relpy, which of the pysker powers do you think would best translate into a mechanical upgrade Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1850811 Share on other sites More sharing options...
Zhukov Posted January 20, 2009 Share Posted January 20, 2009 well to be honest, neither. I would take warptime i guess. They should be able to better calculate where the hits will land or something like that. And if you plan to use thousand sons: sorcerer with warptime allows you to re-roll to hit and to wound with his ap3 bolt pistol and lets use his force weapon with more accuracy. Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1850902 Share on other sites More sharing options...
minigun762 Posted January 20, 2009 Share Posted January 20, 2009 Thanks for the quick relpy, which of the pysker powers do you think would best translate into a mechanical upgrade I'd go with one of the shooting powers. Doombolt could easily be represented by a fancy Bolter/Heavy Bolter design and Wind of Chaos is basically a suped up version of a Flamer. Or you could have the Sorcerer represented by a Enginseer unit, maybe with a Servo Harness. Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1851131 Share on other sites More sharing options...
Dark Disciple Posted January 20, 2009 Share Posted January 20, 2009 Use a mixture, just be creative with the warp spawned weapons ^_^ Why not also use Berserkers to represent close combat skittarii like those described in Mechanicus. I'd also suggest using Noise Marines for some nice daemonic fire power. Something I always wanted to was use something along the lines of the failed transfers from Quake 4 for summoned daemons. Hope that helps. Disciple Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1851383 Share on other sites More sharing options...
Dark-Magos Posted January 21, 2009 Author Share Posted January 21, 2009 What do you guys think about using Fantasy Chaos warrior heads, this would highlight the fact that aren't normal chaos marines and the heads in question look similar to the head pices mounted on the Defiler Something I always wanted to was use something along the lines of the failed transfers from Quake 4 for summoned daemons.Hope that helps. ^ ??? Link to comment https://bolterandchainsword.com/topic/158142-possessed-power-armour/#findComment-1852374 Share on other sites More sharing options...
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