Noctem Cultor Posted March 4, 2015 Share Posted March 4, 2015 Hey all, Now I'm not a follower of the Gods but Khorne is looking very nice right now with that New BT and others coming out of ET. Which are meant to be included in the rumoured Cult Codex. But apart from the existing and new Khorne models. What would you add to make a more complete Khorne Cult codex? You have a nice amount from Aspiring Champions ti the Lord of Skulls but I see one area lacking that would fit fluff wise. Fast Attack a razor tipped low flyer popping heads off would be cool but Khornate bikers seem like something that would compliment nicely. So apart from the Rumoured new Bezerkers and Khorne Terminators what would you add? Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/ Share on other sites More sharing options...
Carrack Posted March 4, 2015 Share Posted March 4, 2015 1. A land raider variant with expanded troop capacity 2. An open topped rhino 3. Bezerkers or CSM with hidden power weapon options 4. More skulls and blood Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968613 Share on other sites More sharing options...
Warsmith Aznable Posted March 4, 2015 Share Posted March 4, 2015 Berserkers riding Juggernauts a new Berserkers type with power weapon options open topped, fast Rhinos handrails for Defilers so that Berserkers could ride into battle on crazy walkers land raider with more space inside (gladly trade lascannons for this if I could have more space) a thematic shooty option, like the daemons skull cannon but marine derived an anti-psyker squad, maybe something that deepstrikes and has Khorne collars or null fields or debuffs psyker dice or whatever. an assault transport flyer or a transport flyer with grab chute insertion for airborne berserker capability artefacts, special rules, and warlord traits that protect from shooting, make armies move faster, buff challenges, mitigate overwatch, increase initiative Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968624 Share on other sites More sharing options...
lokkorex Posted March 4, 2015 Share Posted March 4, 2015 Chosen of khorne riding juggernaughts. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968625 Share on other sites More sharing options...
Lucio Posted March 4, 2015 Share Posted March 4, 2015 Open-Topped vehicle, maybe a daemon engine walker based on the Defiler chassis for something uniquely Chaos. Juggernaut Marine Cavalry to take on Thunderwolf Cavalry A big arse daemon cannon! Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968629 Share on other sites More sharing options...
Tenebris Posted March 5, 2015 Share Posted March 5, 2015 Bonus attack on 6 to hit armywide. Can assault from Rhino. Berzerker Terminators Kai Gun (uses hate for ammunition) Rage on Cultists Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968655 Share on other sites More sharing options...
thraxdown Posted March 5, 2015 Share Posted March 5, 2015 Berzerker terminators and berzerkers on juggernaut would be sweet. That and some formations that make khorne not terrible. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968729 Share on other sites More sharing options...
Trevak Dal Posted March 5, 2015 Share Posted March 5, 2015 I'd like to improve the core mechanics of the Marks and Icons. Icons would be able to be used with ANY mark (so mark of Khorne, Icon of Excess for Rage, Counterattack and Feel No Pain) but if you take it with the corresponding mark, it makes your guys gain more benefits-like if you take the Icon of Excess with Mark of Slaanesh, your guys get fleet, Terminator equipped units instead can rundown enemies. When you got to the interaction of the Cult units and the various icons, that's where you would get elite or veteran abilities: Like an Icon of Wrath on Khorne Beserkers makes them have +1 strength on counter attacks, and each to hit of a 6 generates another attack. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968791 Share on other sites More sharing options...
Sception Posted March 5, 2015 Share Posted March 5, 2015 Zerk terms. Zerks on juggers. zerc characters. Thas it. The juggers'd probably be added to the parent book, too. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3968819 Share on other sites More sharing options...
Noctem Cultor Posted March 5, 2015 Author Share Posted March 5, 2015 Alot of similar/same units popping up. I do like the idea of an open topped Rhino with Bezerkers clambering out to slay foes. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969018 Share on other sites More sharing options...
UlsanGamer Posted March 5, 2015 Share Posted March 5, 2015 I would settle for a special rule which allows them to charge after disembarking a rhino but count as charging through difficult terrain and the target can over watch at full ballistic skill. Here me out: charging after disembarking a non-assault vehicle breaks a fairly important core rule that's been around since 6th edition. Not to mention that rhinos aren't designed for this kind of deployment (as opposed to a landraider). Charging through difficult terrain makes the icon of wrath on bezerkers relevant and worth its points cause you'll need to roll a little higher. But you are gaining so much by not giving your opponent a turn to react. The obvious awkwardness of pileing out of the rhino, blinded with rage and charging without getting set could explain why the target has the opportunity to fire at full bs. But it's only one unit. Before it was the whole army while you waited the mandatory turn before you could charge. Also it makes dirge casters more important and through good tactical use you can remove the targets ability to overwatch. I like this because it allows a charge by crazed madmen thirsting for blood but keeps it tactical and therefore interesting. This is just off the top of my head now but I think it would be enough to bring bezerkers back on the table without making them too good. Or maybe I should stop thinking and go to bed. Also bezerkers on juggernauts = awesome Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969050 Share on other sites More sharing options...
Sception Posted March 5, 2015 Share Posted March 5, 2015 Too much hassle as a special rule. Just give the faction as a whole better assault transports. It's a faction-wide problem, no reason to restrict the solution to a single subfaction. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969224 Share on other sites More sharing options...
Warsmith Aznable Posted March 5, 2015 Share Posted March 5, 2015 Skull grenades. S3 AP5 R8" Assault 1 Blast Any unit hit by the Skull grenades must reroll successful overwatch shots until the beginning of their next shooting phase. Any unit wounded by the Skull grenades suffers -d3 Iniative in the following assault phase. Optional to Berserker squad Skull Champions. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969336 Share on other sites More sharing options...
Sception Posted March 5, 2015 Share Posted March 5, 2015 Snap fire's already on sixes, might as well just prevent overwatch instead. Near the same effect, and less hassle & dice rolls. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969356 Share on other sites More sharing options...
Cap'm Heckus Posted March 5, 2015 Share Posted March 5, 2015 •Some kind of Khorne specific amped-up chaos spawn. •A better form of mutilator. Maybe with a built in flamer and some sort of "mindless killing machine" rules. •anti-mob daemon engine. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969379 Share on other sites More sharing options...
Carrack Posted March 6, 2015 Share Posted March 6, 2015 Eviserators should be a Khorne weapon option. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969666 Share on other sites More sharing options...
MaliGn Posted March 6, 2015 Share Posted March 6, 2015 Something to use those new end times khorne dudes. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969792 Share on other sites More sharing options...
the jeske Posted March 6, 2015 Share Posted March 6, 2015 nakid. no armor, +5 inv. d6+2 attacks with shred at str 5 on charge and d6 str 4 on later turns[who am I kiding]. Anyway. I would like to see khorn marked catachan bullfrogs, the real ones not the pygmy version. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3969898 Share on other sites More sharing options...
ThatOneMarshal Posted March 9, 2015 Share Posted March 9, 2015 Personally I would rather fix the mark of khorne in general. And bezerkers but if I could make one it would be bezerkers in juggernauts. Something to compliment the axe lord. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3971883 Share on other sites More sharing options...
Sheesh Mode Posted March 9, 2015 Share Posted March 9, 2015 Berzerkers simply need to have more stable stats and a cheaper assault transport. Or else, give chaos the option to take Ceramite Plating. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3971890 Share on other sites More sharing options...
Slayer le Boucher Posted March 9, 2015 Share Posted March 9, 2015 Everything of the above is spot on. I would Add, +1A on the Base profil, +1Init if a Zerker, Chosen, Bike units and Lords have/are in a squad with the Icon of Wrath when they charge. Khornate chainaxes, gain rending. Return of the Gods wargear, Axe of Khorne, Banner of Rage, Collar. Or if not at least an Army wide rules where models/units with the MoK, generate an extra Power die during the ennemy Psy phase to DtW, units that count 8 models/multiple of 8 or have their total point be a multiple of 8, can DtW on a 4+. Link to comment https://bolterandchainsword.com/topic/304267-what-new-khorne-units-would-you-add-to-a-cult-codex/#findComment-3972152 Share on other sites More sharing options...
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