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How would you represent your Legion in a supplement?


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How is unimportant[there are many ways from army wide special rules ala supplements or "legion traits" ala space marine codex] as long the legion stuff brings new ways to play. BL and CS supplements were/are bad, because they didn't [one was better played out of the main book and the other invalidated the main book].

 

 

new armies that bring jump/biker/demon/deep strike/terminator that can be viably played would be awesome. On the other hand if legion stuff would suppose to be something like take x of y [which no one will do because it is bad], then it may be better to invest the money in to other factions.

Feel no Pain!!!! seriously why did SLAANESH GET THAT DAMNED ICON

 

oh, and lots of poisoned weapons

 

probably a way to get zombies without typhus

Thought feel no pain originally belonged to the berserkers?

Feel no Pain!!!! seriously why did SLAANESH GET THAT DAMNED ICON

 

oh, and lots of poisoned weapons

 

probably a way to get zombies without typhus

 

Because our legions actually had all our brains rewired to have our brain switch pain and pleasure centers, technically speaking we should ALL have FnP if you don't mind being outrageously out of balance.

I dunno, rewiring your brain to feel more stimulation would probably not affect your nervous systems to the point. If anything you'd welcome pain where as Berzerkers are too psyched out and Rubrics don't have bodies.

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

This please. wub.png. Although I would also add that Thousand Sons squads are troops and must be your mandatory troops choices.

 

Feel no Pain!!!! seriously why did SLAANESH GET THAT DAMNED ICON

 

oh, and lots of poisoned weapons

 

probably a way to get zombies without typhus

Thought feel no pain originally belonged to the berserkers?

 

yes but it is now a ddeathguard thing, see plague marines

Hi everyone, this is my first post here, I got inspired by the OP and wanted to create a supplement for my Slaaneshi warband. smile.png
Over the weekend I've made a document with rules for creating a Slaaneshi warband, it is still just a draft, but I have included everything from detachment specific artefacts, to warlord traits to Noise Helbrutes. Would be fun if I could get some feedback on it and we could improve on the whole thing together.
Is there some way to upload a PDF with a post here? I could just convert it to a few images instead, but the other thing would be easier.

I've used stuff from the old Lament of the Damned rules for noise marine dreadnoughts, the older Emperors Children Apocalypse datasheet and various discussions on the internet with my own ideas of how I want my Warband to act on the board.

Edit! I found out that B&C had a download section and uploaded my document there, I'll just edit this post as to no triple bump the same thread, I guess that's bad form around here. ;)

For those who doesn't want to visit foreign sites, a download from B&C:

And for any people lurking I'll keep the old download link.

https://mega.co.nz/#!Xx1WHagb!-BEyEGzuDzi9ty67SSzEnX4u_SycXfQ6wKZ6vsHcklM

Let me explain my reasoning for some of the options here:

Ignore the “Cult of the Twin Tails” stuff, and just see it as a generic Slaanesh warband. The Twin Tail is just the name for my work in progress warband. I’m thinking of starting a blog post with my painting progress and a bit on their fluff later on.

I took the Helbrute upgrades from the Lament of the Damned formation(seen in Imperial Armour Apocalypse II I believe), readjusting some price points. An answer to a user on how he could use his Sonic Dreadnought from forgeworld was the prime inspiration for the whole document. “Helbrutes in a non apocalypse Chaos Space Marine army may be upgraded to Sonic versions, provided that they are painted appropriately.” Is found in this link, about five posts down.

The Deafening Cacophony part is taken from the aforemented Apocalypse Datasheet, I believe it once was up for free on the GW homepage, I’ll throw it up if anyone wants the PDF.

Noise terminators and chosen cavalry is just something that I feel the army needed to act as a real Slaaneshi host, finally I could play with terminators that didn’t run when one of their friends succumbed to enemy fire. I hope that the loss of combi-weapons balance the salvo 3 shots that the squad can put out.

Chosen on Steeds are simply to have a proper retinue for a steed lord, and I hope that the price is justified, them still being T4 3+ armour save dudes, I find 15+pts for the steed a bit too much for a non-character.

The warlord traits mostly revolve around the idea that my warlord would be the star of the show, as that is how I imagine him to act on the battlefield. Are they too good? I found them quite reasonable, maybe the first point, Relentless Slaughter is too good? I took it from the BRBs Coordinated Assault(Command Traits table) and converted it to be a reroll 1s to wound.
Maybe 1s to hit really is more Slaaneshi? But that would be some insane synergy with the Fortress from the relics section.

I’ve tried to price the relics fairly, with some backsides to the first two, I really like the D6 hits on the unit you share your Combat Drugs with, before you even know what the benefit is.

I’ve bloated the points cost for the weapons, maybe they should be a bit less, but it’s easier to reduce the points than to raise them, at least for the opponent you test the rules with.. msn-wink.gif
Texts of Ushowyyn’nuksl’Si is a relic I included because I felt that it was too sad to have a warlord with two wounds and toughness 4, maybe restrict it to Sorcerers, Warpsmiths providing that they’re the warlord of the detachment? I really just wanted to make the Warpsmith worth taking again, as I rarely see him included in any armies.
The ranged demon weapon is just a quick idea a jutted down, I’ve seen a lot of people talk about how fun it would be to have something other than a beat stick being possessed by a strong daemon. How can we improve on that?

Thanks for your time, these are just some of my thoughts, sorry for the long wall of text, but I wanted to explain my choices. smile.png

I would represent the Alpha Legion fairly simple, and probably not as many people would do it. Because in my mind, the Alpha Legion aren't just the non-corrupted infiltratiors, but can be just as bitter and mutated as the rest. The presence of daemons and gods mutates, no matter how unwilling you are.

 

 

General army rule:

Non-vehicle, non-terminator units gain Scout (with scout, you can easily represent outflanking elements and rapid deployment/scout forces. The infiltrating and preparations can be given by Warlord Traits instead)

 

Allies:

Astra Militarum and Chaos Daemons are considered Allies of Convenience for Alpha Legion

 

Unit Upgrades:

Any unit can instead of purchasing another icon purchase a homing beacon instead for XX points, making DS not scatter if deployed within 6" of the beacon.

 

Artifacts:

 

The Pale Sword:

S: user, AP 2, fleshbane, armourbane, specialist weapon

 

Scales of the Hydra:

2+ save, Shrouded

 

The Instrument:

Same as Exodus wep. (clarification: it's a cool sniper rifle :D )

 

Tools of the Trade:

Power Dagger(FW) + Venom Spheres(FW) + Night Vision

 

...amongst others.

 

Warlord Traits:

1: Infiltrate D3 infantry units.

2: Sabotage(one-time use, FW rules).

3: Re-roll reserves.

4: Seize Initiative on 4+ instead.

5: WL and unit has counter-attack

6: Can force opponent to re-roll reserve rolls

 

 

...something like that perhaps?

I know it isn't "supplement" specific, but I think World Eaters and Night Lords should gain access to drop pods in their respective supplements, because of how much of a focus they are in the literature and how they fit the disposition of each legion. As a matter of fact, having just finished the Night Lord Omnibus, I believe only one rhino is mentioned in the whole (triple) book (which is promptly squished by a Warhound). Meanwhile, there are quite a few planetfall scenarios where drop pods are employed cool.png

Other than that, for Night Lords I think people would like Raptors as troops (seems a given). I would love to see the Atrementar make an appearance too! As a bizzare flavoring, maybe having some sort of astartes prophet would be kind of cool (not necessarily a psyker, but maybe modifiers to seize the initiative type of things similar to Dark Eldar's Baron and Vect). It would make sense for the FW terror squads to make some kind of 40k translated appearance, as well, I think.

Honestly, I just want some more CSM supplements! Black Legion and Crimson Slaughter were cool and all but they are hardly deviations from the generic CSM 'dex. Moar variety! Moar Chaos! smile.png

The problem with these supplements is neither being able to offer a variant playstyle to our armies, and fixing the inherent flaws and voids missing in our codex.

 

More supplements is inviting more half assed changes that don't do anything.

Night Lords:

 

Mandatory VOTLW

Army wide Fear and Night Vision.

Raptors and Warp Talons may be taken as an elite choice as well as fast attack.

Cult units may not be taken in a Night Lords detachment.

 

Any infantry unit or walker may take Terror Markings for 5pts - charged units may not overwatch a unit with terror markings.

 

Warlord traits: D3

1 - A Killer in the Shadows - Warlord and all models within 12" gain shrouding.

2 - A Daemon in the Dark - Warlord may choose to add an additional turn of night fighting either immediately prior to or after the turn it would normally begin or end respectively.

3 - Warp Touched Visionary - Warlord gains Psyker (M1) and must generate a power from the Divination table.

 

It would be cool to put something about Atramentar in there. Maybe they don't scatter or scatter less. Idk what I'd use for relics.

 

Also just had a thought about Alpha Legion. Why not be able to take A Chosen squad as an HQ choice? Call it the "I am Alpharius" rule?

 

 

Feel no Pain!!!! seriously why did SLAANESH GET THAT DAMNED ICON

 

oh, and lots of poisoned weapons

 

probably a way to get zombies without typhus

Thought feel no pain originally belonged to the berserkers?

 

yes but it is now a ddeathguard thing, see plague marines

 

 

Plague marines have their pain dulled by Nurgle; Noise Marines and 'zerkers both have their brains re-wired to experience pain as pleasure, and thousand sons have no bodies to feel pain in the first place.  Thematically, all cult units could reasonably have FNP.

Hmm, on the Atramentar, maybe make it "A squad of 4-5 Terminators(4 is so they can act as bodyguards) may purchase a squad upgrade called "The Lion of the Atramentar" for twelve to fifteen points respectively. This upgrade will prevent any Deep Striking Terminators from Scattering so long as at least one model is within six inches of the Warlord, or they are Deep Striking with the Warlord. Terminators with the Lion of the Atramentar already count as having Veterans of the Long War and Terror Markings. May upgrade any CCW to Nostraman Chainglaive for free."

 

Although I'm not very good with rules writing so 3 points per model might be too cheap.

Considering that a Nuncio-Vox (no scatter on Deepstrike withing 6") costs as much as a Power Weapon for a Sgt, I'd say bump it up to ~20 points. However, since you want to have Terror Markings in there, I'd increase it to ~25 points for the full squad. This number would be fixed so if you have a squad of 10 its still ~20/25 though as a setback, the squad is markedly more expensive.

 

Maybe make it cheaper if a TDA equipped Character capable of taking an Atramentar bodyguard unit to offset their higher buy-in price. So, say 15 for the Character + 2-4 terminator BG's. If they are PA equipped, make it slightly cheaper yet again to offset their reduced survivability.

 

Just some ideas.

Hmm, but IIRC, a nuncio-vox is a 30 K thing though, right? Which has its points values set for bigger games. Meanwhile most 40K players play smaller games. If you make the upgrade too expensive, it results in the situation we have now, which is everything costing too much for what it can(or more importantly, can't) do.

Yeah, you're right, but having no scatter, especially in smaller games where even a small squad can drastically change things, is rather useful, no?

 

Also consider that it's a fixed Price (my suggestion that is). Sure you could lower it if thats the case, but making it too low would make it too good. Whereas making it too expensive on a per marine basis would make taking large squads less efficient or just unattractive. Flip side, making it cost too little on a Per marine basis would lend to fielding multiple large squads suddenly no-scatter deepstriking to your warlords side; Suddenly terminators.

 

You want people to have incentive to :

1) Field Large or Small Squads as they see fit

2) Have the cost of the upgrade be a worthwhile choice to consider no matter the squad size but not have it be an absolute necessity.

 

Thats why I suggested lowering the cost substantially if you took a BG unit + Warlord. The importance you place on that unit will be much higher than a normal squad and outfitting it with the upgrade means you want to possibly take riskier actions with it.

Ex: You have a beatstick HQ you want to use to tackle tougher opponents/ larger threats. Higher chance of death, but, with the incentive of the upgrade costing less than for a standard squad, a potentially higher chance of making his points back in damage since he can get there much more reliably.

 

Whereas a squad with no character, while expensive and important to your army, are less likely to be your number one priority in keeping it alive (this depends on a game by game basis).

Ex: Warlord is in trouble: You No-scatter Deepstrike this unit in to potentially sacrifice themselves (save) so that your Warlord (and accompanying unit) survive longer and thus be able to turn the nasty pickle you found yourself in around.Depending on your luck, this might make the not-so-cheap investment entirely worth it or a waste of points since the Terminators evaporated due to bad rolls.

 

To that end, you could split the components of the upgrade up to be separate entries that are,individually, cheaper than the combined one but have the combo-upgrade be cheaper than all upgrades bought separately.

 

To do that you divide the components of the upgrade:

•No scatter deep strike

•Veterans of the Long War

•Terror Markings

•Nostraman Chainglaive upgrade

 

Give them an individual points cost for:

• Per Marine Basis

•Whole Squad Upgrade

 

Choose the pricing method that seems the most fair.

 

Make the Combo-upgrade cost less than the whole but more than any 1-2(max) upgrades.

 

Edit: you could also make it a : X pts per marines in squads numbering 5 or less and X pts fixed for squads numbering 6+

True. Size can make a huge difference. That was one reason I was thinking of only restricting it to a squad that is only 4-5 strong, no more, no less. You can't go out and make huge squads out of it. At the same time with the current price of Terminators, you have to be devoted to it. Was also thinking maybe making it like that Black Legion termie special where it can only belong to one squad.

 

Hmm, that comparison gives me an idea. Since Atramentar are supposed to be rare(due to them all scattering to the four corners), maybe a flat rate with a size restriction and a squad restriction might make it more reasonably balanced?

Thats one way of looking at it yes. 

 

Make it a relatively cheap, but very enticing upgrade. (15 pts flat)

Restrict it its numbers, but still make it a worthwhile investment when used in conjunction with other units in the list :

•Unless taken as a BG unit, squad takes up an elites slot and/or cannot be taken more than once per Army (second part is meh, but could let you up the power of the squad as a counter-balance).

•Cannot number more than 5(7?) Terminators.

•Due to having access to older (and thus more advanced) gear, their invulnerable saved is increased to a 4+.

•If taken as a bodyguard unit, the squad is HQ but does not occupy a Force org slot.

 

This means that if you invest into a Bodyguard unit for an HQ you could take a second squad as an Elites choice. This has the benefit of bypassing the 1 per army limit but frontloads a lot of points.

Downside is : in larger games, they become less enticing to take because they are so Limited. A solution would be : in games of 2500(can be adjusted as seen fit) points or more, the restriction on the amount of Antramentar increases by 1 per increment of (lets say) 500 points up to a maximum of 3 (so at 3500 points you can have 5 squads : HQ +1 +1 per increment). Conversely, you could instead increase the limit by 1 at 800 points increments but open up the amount of terminators available per squad  (maximum of 4 squads but can have up to 3 10 man squads, 1 still being the HQ bodyguards).

 

More ideas to think about.

 

Et Cetera.

You could roll the atrementar effects into the base cost, I.e each one becomes more expensive, then cap the unit size at 5. Then other terminator squads could take parts of it, eg terror marks and chain glaives, for x points each, but not all of the upgrades, or even just that the upgrades would make them more expensive than the 0-1 atrementar unit?
Well that's the thing. The Atramentar would be the Big Cheese. Everything else would be accessible through regular Codex Supplement means is how I would personally pull it off. But as the premium unit, the Atramentar should have perks that make them desirable, but not replaceable.

 

 

 

Feel no Pain!!!! seriously why did SLAANESH GET THAT DAMNED ICON

 

oh, and lots of poisoned weapons

 

probably a way to get zombies without typhus

Thought feel no pain originally belonged to the berserkers?

 

yes but it is now a ddeathguard thing, see plague marines

 

 

Plague marines have their pain dulled by Nurgle; Noise Marines and 'zerkers both have their brains re-wired to experience pain as pleasure, and thousand sons have no bodies to feel pain in the first place.  Thematically, all cult units could reasonably have FNP.

 

 

Yeah, TS are just dust - you can't really hurt dust...

 

It'd be great to see that universally applied to Cult troops.

If I could tweak the actual Thousnad son entry, in adition to the stuff I put earlier I would get rid of the Slow and purpesless from the Thousand sons as it is now a pure weakness which does nothing good, and the rule stating they need to use the lore of Tzeentch, those edits enough would vastly help them but not make them over powered.

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