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CSM Legions & Cult Units


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So, been thinking, and I don't think having cult units and Legions represented in the CSM Codex is really all that difficult when you come right down to it:

 

Cult Units:

There is really no need to have separate entries for Cult Units. These should just be Marked squads of CSM/Chosen/Termies/etc.

 

MoK: A model with the MoK gains +1 WS and the Fearless and Furious Charge special rules. A model with the MoK may purchase a Khornate Chainaxe at x pts. A model with the MoK MUST be equipped with at least one Melee weapon.

 

MoS: A model with the MoS gains +1 Init and the Fearless special rule. A model with the MoS may replace their bolter with a Sonic Blaster at x pts. A Character with the MoS may purchase a Doom Siren at + x pts. (Note: Blastmasters would be listed in the Heavy Weapons list of the armoury, with a note that only a model with the MoS may select them).

 

MoN: A model with the MoN gains +1T and the Fearless and Feel No Pain special rule. A model with the MoN may purchase a Plague Knife for x pts. A unit may purchase Blight Grenades at + x pts per model.

 

MoT: A model with the MoT gains a +4 invulnerable save and the Fearless special rule. Furthermore, he gains Inferno Bolts. A Character with the MoT gains the Psyker (ML 1) special rule and must generate their powers from the Tzeentch psychic discipline. Models who already have the Psyker special rule automatically pass their psychic tests instead.

 

Legions:

 

Just use the same mechanic vanilla SM use (Chapter Tactics):

 

World Eaters: Every unit who can have the MoK MUST have it. Every model gains the Rage special rule.

 

Night Lords: Every Infantry unit without the Bulky special rule has the Stealth special rule.

 

Alpha Legion: Every Infantry unit without the Bulky special rule has the Infiltrate special rule.

 

Thousand Sons: EVery unit who can have the MoT MUST have it. Every Psyker generates an addition Warp Charge above what is Mastery Level is.

 

Word Bearers: Every model has the Fearless special rule.

 

Black Legion: Haven't though of a good bonus for these guys yet.

 

Iron Warriors: Haven't thought of a good bonus to represent their siege master skills yet.

 

Emperor's Children: Every unit who can have the MoS MUST have it. They also get a bonus (couldn't think what at time of writing).

 

Death Guard: Every unit who can have the MoN MUST have it. Then they get a bonus.

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I like the cult legions.

But I think the Word Bearers need another bonus, otherwise they would be plainly inferior to any marked army (since they get fearless with the marks + other stuff).

Maybe some bonunes on summoning daemons and provoking perils of the warp to enemy psykers?

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  • 3 weeks later...

 

 

Legions:

 

Just use the same mechanic vanilla SM use (Chapter Tactics):

 

World Eaters: Every unit who can have the MoK MUST have it. Every model gains the Rage special rule.

 

Night Lords: Every Infantry unit without the Bulky special rule has the Stealth special rule.

 

Alpha Legion: Every Infantry unit without the Bulky special rule has the Infiltrate special rule.

 

Thousand Sons: EVery unit who can have the MoT MUST have it. Every Psyker generates an addition Warp Charge above what is Mastery Level is.

 

Word Bearers: Every model has the Fearless special rule.

 

Black Legion: Haven't though of a good bonus for these guys yet.

 

Iron Warriors: Haven't thought of a good bonus to represent their siege master skills yet.

 

Emperor's Children: Every unit who can have the MoS MUST have it. They also get a bonus (couldn't think what at time of writing).

 

Death Guard: Every unit who can have the MoN MUST have it. Then they get a bonus.

 

 

I would have gone with something different..

 

the cult legions must have a HQ that has the corresponding mark, and units cannot take other marks.

 

World eaters:

units must take MoK at half cost for the unit, gain hatred and something along the lines of Crusader.. champions gain PE in the first round of combat on the charge. Psykers peril on doubles... not wanting them to get a charge

 

Emperor's Children:

Must take MoS at half cost for the unit, gain Stubborn, fear and rending in challenges on the charge. Psykers can be changed to something like apothecaries?... 

 

Death guard:

Must take MoN, have slow and purposeful but can still fire over watch, with Fnp (6+) and adermantium will. can also take plague zombies. Psykers are treated as desperate allies

 

Thousand sons:

must take MoT either as +1 invulnerable or Fnp, Champions gain psyker (level 1) and re-roll saves of one (not including Fnp). Sorcerers can take any disciplines from the book and can re-roll one dice during a psychic test, cannot stack on spell familiar.

 

non-cult are limited to how many cult and marked units they can bring.

 

Night lords:

Fear (duh) but tests must be made even against ATSKNK, Raptors as troops, and can use jump packs in movement ad assault phase. gain chaos vanguard vets. Also gains move through cover on a leadership test... Ave dominus nox indeed

 

Alpha legion:

units gain out flank, elites gain infiltrate. Can force an enemy re-roll once a turn.. i dunno, cloak and dagger stuff.

 

World bearers:

gains zealot. and enemy units within 6" must use lowest leadership on a 3+... Preach it, brother

 

Iron warriors..

Iron hands with the ability to shove daemons into vehicles... most likely with a crowbar

 

Black legion..  

must take Veterans of the long war. One unit per 750pts can take tactics from either legions or loyalist chapter tactics but must buy the upgrade for X points (3 points per), this will not include any additional upgrade that they may need to purchase(like marks), this includes marked units. chosen cannot take another tactic other than black legion but gain an extra WS, BS and LD, can take terminator armor and any other upgrade HQ could take.

Gain a thin blood unit that would have a neophyte stat line (BS/WS3 LD7 etc), cannot take upgrades. any unit that deviates from the legion is treated as desperate allies for the game. Only one that can take abbadon... brotherhood without brothers..

 

Now this is my thoughts on the currant 'dex... but hey, nice to think up these things... a bit OP, but we are severely under powered ATM.. food for thought....

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So, been thinking, and I don't think having cult units and Legions represented in the CSM Codex is really all that difficult when you come right down to it:

 

Cult Units:

There is really no need to have separate entries for Cult Units. These should just be Marked squads of CSM/Chosen/Termies/etc.

 

MoK: A model with the MoK gains +1 WS and the Fearless and Furious Charge special rules. A model with the MoK may purchase a Khornate Chainaxe at x pts. A model with the MoK MUST be equipped with at least one Melee weapon.

 

MoS: A model with the MoS gains +1 Init and the Fearless special rule. A model with the MoS may replace their bolter with a Sonic Blaster at x pts. A Character with the MoS may purchase a Doom Siren at + x pts. (Note: Blastmasters would be listed in the Heavy Weapons list of the armoury, with a note that only a model with the MoS may select them).

 

MoN: A model with the MoN gains +1T and the Fearless and Feel No Pain special rule. A model with the MoN may purchase a Plague Knife for x pts. A unit may purchase Blight Grenades at + x pts per model.

 

MoT: A model with the MoT gains a +4 invulnerable save and the Fearless special rule. Furthermore, he gains Inferno Bolts. A Character with the MoT gains the Psyker (ML 1) special rule and must generate their powers from the Tzeentch psychic discipline. Models who already have the Psyker special rule automatically pass their psychic tests instead.

 

Legions:

 

Just use the same mechanic vanilla SM use (Chapter Tactics):

 

World Eaters: Every unit who can have the MoK MUST have it. Every model gains the Rage special rule.

 

Night Lords: Every Infantry unit without the Bulky special rule has the Stealth special rule.

 

Alpha Legion: Every Infantry unit without the Bulky special rule has the Infiltrate special rule.

 

Thousand Sons: EVery unit who can have the MoT MUST have it. Every Psyker generates an addition Warp Charge above what is Mastery Level is.

 

Word Bearers: Every model has the Fearless special rule.

 

Black Legion: Haven't though of a good bonus for these guys yet.

 

Iron Warriors: Haven't thought of a good bonus to represent their siege master skills yet.

 

Emperor's Children: Every unit who can have the MoS MUST have it. They also get a bonus (couldn't think what at time of writing).

 

Death Guard: Every unit who can have the MoN MUST have it. Then they get a bonus.

Word bearers: I would make them able to use daemonology as if they were daemons for all purposes, or at least for psyker purposes. In addition, give them all the zealot rule.

 

Emperor's Children: add this army rolls on a combat drug table similar to Dark Eldar tables.

 

Iron Warriors: Give them all stubborn and tank hunters. Additionally, allow characters to take servo arms?

 

Death Guard: add this: True Grit (treat bolters as extra cc weapons, no bonus attack on the charge in that case), or give them all slow and purposeful or relentless, might be too powerful though.

 

Black Legion: Allow up to one unit from each other legion rule. Some chosen and chaos terminator bonus.

 

Thousand Sons: give them psychic rerolls instead of +1 WC.

 

World Eaters: No Psykers allowed.

 

Something like the above would be my suggestion.

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  • 2 months later...

I think Berserkers should get the rules they had in butcherhorde (rolls of 6 to hit generate extra attacks, rolls of 8 to charge (after any rerolls) gain an extra attack), along with the ability to purchase a extra bolt pistol for the same points as a Chain axe, and the option of taking Power Weapons or plasma pistols in the squad along with "Furious Counter attack" where on an initiative test, they get +1 strength if charged and gain 1 attack.

 

 

Can assault out of Rhinos but count as having made a disordered charge.

 

Solidifies them being 'different' from Khorne Marked Marines, emphasizes their "Close" and Close Combat nature.

 

 

I think in the wake of 295 point Gargantuan creatures with D weapons, 16 points per zerker is fair.

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