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How would you represent your Legion in a supplement?


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Yup, the old collar of khorne used to give psychic defence, maybe boosts to deny the witch or warlord traits that increase the risk of perils?

 

I would also like to see a khornate daemonancer unit, ml1 psyker may only take malefic daemonology, and furthermore may only summon daemons of khorne. He's only a psyker because that allows him to use daemonology, rather than being a khorne-despised magic user.

 

 

Alpha legion,

 

Demon Prince may not be warlord.

No Voldorius then?

Put that in because some of the warlord traits would be broken/not work with demon princes. Plus TBH I don't see dp as being overly an alpha legion thing, kinda the antithesis of their credo.

Word Bearers:

 

Army-wide special rules:

 

Scions of the True Path: All units in a Word Bearers army (barring Chaos Cultists) are Fearless and have the Crusader USR. Any HQ may purchase the Daemagogue and Beseech the Dark Gods upgrades.

 

Priests of the Holy Word: Dark Apostles are an elites choice in Word Bearers armies. Up to three may be purchased in a single elites slot.

 

Daemonancers: The Word Bearers are peerless experts in the summoning and binding of daemons to the material realm. Any daemons that enter play via deep strike within 6 inches of a Word Bearers unit that includes an Icon of Chaos does not scatter. Also, all psykers in a Word Bearers army count as Daemons for the purposes of casting spells from Malefic Daemonology.

Here my ideas for Night Lords, By no means are they great but I feel like they are in the right direction of what I want

 

Army Wide Rules:

- "We have come for you.": All units have the Fear Special Rule (like Crimson Slaughter)

- "In midnight clad": When Night Fighting is in play all Night Lords infantry gain Shrouded and Night Vision special rules

- If the Night Lords are your primary army, Chaos Space Marines (including it's supplements)  and Chaos Deamons are listed as "Allies of Convenience"  when using the Allies Matrix

 

Relics

- The Bloody Talon = A Single Lightning Claw with Fleshbane and Master-crafted special rules

- Cloak of Screaming Faces = When a model with this relic charges an enemy unit, the unit suffer's -2 to their leadership for the first round of combat.

- Crow's Feather's = Modelled as Throwing Knives, Essentially a 2 shot bolt pistol with Precision Shot and Shred.  

- Storm's Crackle = Grants the model 2 extra close combat attacks that are made at Initiative 1, Strength:4 User AP:4

- Armour of Horrific Ends = +2 Armour, Grants Zealot Special Rules

If anything I'd sit back and let the boys from FW do it in the same way they did the Siege Vanguard/Eldar Corsair/Dark Harvest lists. Or failing that simply take the Legion rules and use them because they are pretty much spot on with the essence of the VIII Legion. You have:

 

Night Vision

Tactical Cowardice

Strength in numbers

Signature weapon (chainglaive)

Trophies

 

Previously I might have agreed with the whole lack of daemons etc but I haven't got the patience to argue the finer points of it again so will just say that since the NL are one of the Nine Legions, they can be warp touched or not, it's all fair game

I'm not entirely dissatisfied with the Black Legion supplement, but there are a few changes I would make were it up to me.

 

First, I would distinguish between general Black Legion warbands and core legion, former Sons of Horus warbands.  The former would get the BL artifacts in place of the regular artifacts, but would otherwise function exactly as normal CSM armies.  The latter would also get the vets requirement and troop chosen.  The distinction between regular black legion and former SoH black legion would be made on a per detachment basis.

 

In addition, core legion armies would not have access to special characters apart from Abaddon.  Also, deep striking terminators in core legion armies, while still elites, would scatter only d6 inches and a single unit would gain access to the bringers of despair upgrade if the army includes Abaddon as the warlord.

 

The bringers of despair would be changed in the following ways: no marks allowed, however as long as Abaddon is alive and joined to the unit they would gain the benefits of his mark of chaos ascendant (rage, counter assault, +1 toughness, +1 initiative, +1 inv. save).  This in addition to the +1 Ws and Bs.  Cost of the upgrade would be the same as currently.  If the BoD are taken, Abaddon would be required to deploy with the unit, and may not leave them while they remain on the field.  If abaddon is killed in battle, the Bringers of despair gain hatred and preferred enemy against the unit that killed him for the rest of the battle, and fearless while in close combat with that unit.

Since we are wish-listing and it's never coming true anyway, my Khorne book would have:

 

Army rules:

Fear

MoK only on all units (roll it into the price)

Chaos drop pods

 

HQ:

No sorcerers or options for casting

Dark apothecaries (0-3, no force slot; adds FNP to unit joined; carries "brain-drill" as ccw causing instant death)

 

Troops:

Zerkers that don't suck (2 attacks again). Also, chain axes are rending and the get an option for flamers (it's "kill, maim, BURN).

Cultists need an option for a guy with a huge axe per 10 guys (rar!)

 

Elite:

Berserk CCW dreads maybe with "it will not die"

Furious charge CC terminators.

 

FA:

Flesh hounds? Seriously, I think raptors and bikers with MoK work just fine.

Khorne spawn need something besides rage (+1 Str?).

 

Heavy:

A Khorne landraider variant like an evil redeemer.

Daemon engines in packs of 1-2 per slot.

 

Not asking for much.

My gripe over why CS were chosen over RCs is from having to do with newly discovered Imp tech not being captured and reverse engineered and disseminated becoming a golly gee moment. Or at the most logical sense, why Chapters prowling after a hundred years suddenly lose equipment they could have maintained after a jokingly, arbitraryily made up time length that magically dissapears and stops working.

 

I can't think of Legion specific rules. Minor changes would make sense for a company of Marines for broad terms, but something that affects tens of thousands of men with an arbitrary change doesn't do an army justice. The problem with being so incredibly rich in history and development.

Death Guard:

 

All models (except Cultists) must purchase the Mark of Nurgle or Daemon of Nurgle. Non-vehicle models without MoN or DoN may not be taken. Characters, Bikers, Chosen, Havoks, Raptors, Possessed, Terminators and Warptalons must purchase an upgrade that gives Fearless, -1 Initiative, and FnP for X points.

 

Zombies may be taken as troops without Typhus.

 

Add a power scythe option to the Melee Weapons list.

My iron warriors supplement would have army-wide stubborn. No marks. Rules for cybernetics for characters instead of gifts. Chosen and terminators would get FNP as an upgrade (representing cybernetics) since they won't be marked. Mailer fiends in packs of 1-3 per slot. Better warp smiths. IG tanks as heavy options (basilisks).

 

EDIT: oh, and tank hunter while we're wish listing.

Hi,

legion/warband: Arhiman's chosen (name made up on the spot so likely to change)

 

Special rules:

*the rubricare- in a detachment of "Arhiman's chosen" thousand sons are a troop choice

*endless learning- 1 sorcerer maybe upgraded to a "grand master for 40points gaining +1 wound and mastery lvl 2 as standard (note: they can still only reach mastery lvl 3 at maximum)

*masters of magic- psykers from the "Arhiman's chosen" detachment my re roll 1 unsuccessful die roll when casting a psychic power.

 

Warlord traits......

1. Strength of the mind- warlord adds -1 to his deny the with rolls for witch fire powers. (This is cumulative with other modifiers)

2. Flames of spite- (from csm codex)

3. Master of deception- (from csm codex and Arhiman's warlord trait)

4. Knowledge is power- warlord knows 1 more power than usually allowed for his lvl must be generated after other psychic powers and must from one of the same disciplines)

5- all is dust- all thousand sons marines within 6" of the warlord from detachment "Arhiman's chosen" have the "feel no pain" special rule

6- The gift of foresight- (may re roll 1 die in each persons game turn)

 

Relics,

"Insert name" range 24 s4 ap5 rapid fire, master crafted. special rules- inferno bolts 10pts

"Insert name" range - s user ap 3 soul blaze, force

Range template s6 ap4 soul blaze, torrent 25pts

"Insert name" the wearer of the ****** gains a 3++ save (this can never be lowered to a 2++) 30pts

"Insert name" the wearer and his units have the shrouded special rule. 20pts

"Inser name" a suit of terminator armour with adamantium will special rule 45 pts

All names would probably be changed but something like this would be nice to me

 

:)

Taking some ideas from above posts, here is my Ideas for a Death Guard/Nurgle Supplement. Including some fluff ideas about the relics. Sorry if you don't like a long read, I have made the rules in bold for skim reading.

Army Wide Rules:

- "Blessed of Nurgle" All units that can purchase the chaos marks can only purchase the Mark of Nurgle. Icon's are still optional but only limited to Icon of Despair and Icon of Vengeance

 

- "Breathe the Toxic Air and Rejoice." All Flamer type weapons have the Poisoned 4+ special Rule added to their profile. This does not include psychic powers or relics that act as a flamer.

 

- "Curdled Blood, Rotten Lungs" All Poisoned attacks made against Plague Marines and any unit with both the mark of Nurgle and deamon Special rules can only be poisoned on a 6+.

 

- "Bringers of the Pox" When using Malefic Demonology psychic powers, Sorcerers of Chaos may only summon daemon's of Nurgle when using summoning powers.

 

Relics:

- Bile Spewer: "A relatively common gift that the Plague god gives to his champions as he often takes it back to reward it to the next promising candidate should his previous owner fail to please his master. As such this Flamer made of Decaying flesh and rusted metal has seen action in many battle fields"

     - Can be given to Chaos Lords, Sorcerer's of Chaos, Warpsmith's of Nurgle and Aspiring Champions. This relic is a Flamer with Torrent, Poisoned 3+ and Soul Blaze

 

- Phlegm Spitter: "Inspired by the bio-weapons of the Tyranids, A warp-touched Apothecary of the Purge warband took it upon himself to develop new bio-weapons that uses the partially digested remains of the dead as ammunition. This Prototype Made from a Tyranid Barbed Strangler is thankfully there only Chaotic-Tyranid weapon in existence as the Apothecary who developed and tested this weapon was himself eaten when a Genestealer infestation occurred upon his warband's cruiser during warp travel." 

     - Heavy Weapon, Fires a S4 AP5 Blast template with Poisoned 5+ and Pinning Special Rules

 

- Rot Fly of Nurgle = Unique Mount: Plague Drone as described in Codex: Chaos Deamons. May only be taken by a Chaos Lord or Sorcerer of Chaos. Changes Infantry type to "Jetbike Cavalry" and comes equipped with the Death's Heads and Rot Proboscis Upgrades as described in Codex: Chaos Deamons. This Relic cannot be equipped if the unit already has a equipped either a Jump Pack, Chaos Space Marine Bike or Terminator Armour.

 

- Armour of Deadened Nerves: "Armour that is about as rotten and alive Inside as it is outside, Those who wear this armour will forever find themselves numbed to all pain and sensation while the regenerating powers of the living flesh metal repairs all but the most inflicting damage upon it."

   -Flesh Metal armour (2+ Armour Save) with Feel No Pain (4+)

 

- The Pale Horse: "Rumoured to be a sliver of Mortarion's own Scythe, The Pale Horse is an ancient weapon of such reputation that it's second to only Typhus' Man Reaper. Many Imperial and Xenos have fallen to the ichor stained touch of this blade while many more have died from the nerve racking disease that rots the mind and plagues the body cause by the tiniest of scratches."

   - 2-Handed Power Scythe with Poisoned 3+, Strikedown and Master-Crafted Special Rules

 

- Necronomicon Ex Nurgle: "The legendary book of Nurgle, Bound in human flesh and written in human blood. It is said to contain the accumulated knowledge of all of Nurgle's studies of the dead. Those in possession of the tome can only understand a few of its pages as nearly each page has been written in a different tongue that has been either long since dead or just plain unknown to the reader."

   - Nurgle Deamon Princes and Sorcerer's of Chaos only. The owner of the tome gains Mastery Level 3, May only roll for psychic spells from the Malefic Demonology table and only able to summon Nurgle deamons. In addition If the power "Summoning" is cast, The caster may elect to summon 10 Plague Zombies (as Described in Codex: Chaos Space Marines) adding an extra 1 zombie for every enemy and friendly infantry type model casualty made the previous turn up to a maximum of 30 zombies. If there are more than 30 zombies to be summoned the excess corpses stay dead and may not be used for summoning next turn.

 

Summoned plague zombies cannot capture or contest objectives, Destroyed vehicles, walkers and Necron casualties do not count towards the total of plague zombies summoned.

I though the way Iron Within wrote a home made Iron Warriors codex was pretty cool & well though out.  Always though this would be great if the IW supplament went along the idea he posted - you can see Iron Within topic here:

 

http://www.bolterandchainsword.com/topic/288153-codex-iron-warriors/

^ Yeah, Iron Within really listed a lot of cool ideas. I mean a whole supplement for IW would be a dream, but honestly, imho a return of veteran special rules would be all it took for everyone to represent their forces the way they wanted. Sure the mark of this could be better and the special rules of that are not like the equivalent from C:SM, but for me the veteran skills would make the difference. After that, being able to battle brother or at least desperate allies with AM would fix the lost and the damned. Finally, add the dread claw or an equivalent to the official codex csm and you got me dancing like no tomorrow.

Thousand sons
Special Rules:
Teachings of Prospero: All Thousand son Sorcerers add +1 to their dice roll for psychic powers, all enemy psychics within "12 must subtract one from their dice rolls to cast. If a model with this rule suffers a perils of the warp, roll a leadership test, if passed the perils is ignored but one of the dice rolled must be discarded, if failed roll on the miscast table as normal.
May Select powers from the lore of Change or any of the rule book lores
Inferno bolts: -2 AP to a normal weapon, a bolter becomes AP3, a heavy bolter AP2 ect

Ancient Enmity: Hatred/prefered enemy (which ever is not in VOTLW) Space wolves

All HQ options +30pts but gain mastery level one and a force weapon, may purchase additional levels as normal

Rubricae: May take up to heavy or special weapons for every 5 members, may be upgraded to rubric Terminators, Assault Rubricae.

Dreadnoughts: May buy up to three Mastery levels, if none taken it gains Extra armour to represent Rubric dreadnoughts
Warlord traits:
1. Warp battery:The warlord generates an aditional D3 power and dispell dice each turn.
2.Master of Deceit: See codex Chaos Space marines
3:Warrior mage: May use one warp charge a turn to increase his WS, BS, A, I or S for that turn.
4:Indomitable will

5:Master of Rubricae: All weapons within 12"Gain Shred
6:Illusion master: +1 Invunrable save to a maximum of 2+
Relics
Armour of Khoshak: Terminator armour with a 3+Invunrable save, Fear and allows the wearer to Reroll one dice per casting ettempt.
Armour of mists: Power armour, Shrouded, allows the wearer to make look out sir! saves in combat.
Staff of Beleq: AP3, +2 S, Soul Blaze, enemy psychics suffer perils of the warp on the roll of any double
Lament of Prospero: "24, S6: AP1, Rapid fire, Shred, Daemon weapon.
Book of Ramotep: Instead of rolling for psychic powers, the bearer knows the Signature spell for each lore in the rulebook.
No idea how it would be pointed

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