Personnaly i would make the Deamons weapons rebel only on a failed LD test at the end of the turn if there is no kills made with the weapon.
I feel like it is too complicated, especially on a weapon that is already prompting one additional die roll per model with it. Although I do like the idea of mastery.
I will leave it as is for now.
Also i don't really get Khârn's changes, he went to 195pts, but he is essentially the same has before, the addition of the Rampage and Prefered ennemy is nice, but in 3.5Dex for that point price the guy had 4Wounds, EW, a 2+ armor, +D3 attacks and FnP, imo Prefered ennemy and rampage, is not equivalant to those for the same points.
For 195 points i'd expect him to have at least a 2+ armor and EW, he's a former Legion Co Captain after all, and he died and ressurected many times.
I originally priced him based on other things in the codex and the price difference between him and a similarly equipped lord in both this dex and the current GW one. I didn't give him eternal warrior and a 2+ because I missed them when I was looking through his rules in the 3.5 dex. I have added eternal warrior to deal with some of the highly disappointing and unfluffy results if you use him unattended in actual games. Point cost is increased by 5 to account for it. I will leave the 3+ armour as is for now as he is really only wearing power armour as far as I know. If someone can find otherwise I am willing to change it.
Also i don't see why a guy thats Fearless is also Stubborn...
It is to deal with the Where Angels Fear to Tread rule.
Also maybe it was said earlier and i din't see it, but Why does CSM can only take either a Mark OR a Veteran skill?..., why not both?
The idea was that dedication to a god takes too much time and effort for a regular trooper to also become incredibly skilled in a particular area of warfare. Only the particularly gifted (such as some of the elites slots) can do so.
Chosens always had the Bolter+Pistol+CCW in their base wargear, i fail to see why suddenly they should pay for it.
Missed that. Change made.
i like the fact that they can take 2 Vet skills, but personally they should have a free Vet skill, because...well their Chosens, so they are allready veterans..., then they can buy a second Vetskill if they don't have a Mark.
The vet skills are different costs, so I didn't want to incorporate the cost into the models.
Would also have added a "Chaos blade" option for them, essentially a CCW that give fleshbane&Armorbane for +5pts.
This was the reason behind the daemonblade option albeit with a different effect.
Same remark for termies, also Chaos termies should have hammer of Wrath because of their huge frame and their spikes/tusks/horns.
Same as above. As for hammer of wrath, I would consider adding it as a vet skill type upgrade, but I don't want to force people to pay for it if they don't want to.
Possesed are nice-ish, they should have all Warp pistols.
Hrm. Seems a bit much for their current price, but their current price may be not quite right, and it does sound like an interesting option.
Mutilators are nice, not awesome, but the Bloodscent rule is a nice addition.
I like to think of them as a budget option more useful for board manipulation and as a threat then as a beat stick.
Zerkers are finally FIXED, it really is how it should be!
The possibility to change the rhino into some sort of Razorback is rather nice, but while the assault modification is nice, the rule is waaaay too much punishing and that point cost...
Simply make it Open topped for 5pts, it give enough weakness to it like this, no need to lower the hull for "balance", and 20pts is way too high for a Rhino.
I had based it off of the cost of the raider, and the fact that it is potentially very dangerous with some of the other toys I have put in there. However, if you think that it is too punishing and expensive, I will make the following changes. Remove the armour drop, and change the cost to 10/45 as open topped also makes them better shooting platforms.
The options for the Pods are nice.
The Heldrake should have a rule that says" Flexible Monstrosity; the Heldrake firing arc is 180*"
It basically does, notice the front sponson mounted weapon.
The Deamonfiend is interessting, merging options of the Forge and Maulerfiends, but there is still that idiotic thing of Deamon engines=slowpoke thing, The Mauler option should have +1WS and Init.
Originally it was mostly to keep the helbrute different enough. I will add an option for increasing initiative.
Also if i see right, you can build it to be a Maulerfiend and give him one ranged weapon?, that nice, even i would awefully nice.
Would also liked the Tendrils to act like Assault & Defensive grenades, but maybe that would be too much.
I am not sure how much they really need the grenades to be honest. No change for now.
I like the Defiler/Soul crusher Ikea idea and the Raider, even though some options are costy.
I figured it was better to err on the side of too expensive and reduce them after playtesting. I just assigned costs that seemed appropriate at the time, but may change them in the future.
I don't really get why Abby is 380pts though..., i also always feeled that the Despoiler should be able to call in an artillery strike from the Planet Killer, ala Sm ChapMaster Orbital bombardement.
D6 (apart from rolling a 1) S: D AP: 1 attacks at I 6 WS 9 plus 6 (and any bonuses) attacks at S:8 : AP: 3 Shred in close combat. Plus he is a force multiplier both for army flexibility and a unit of Chaos Terminators. I figured something that can pretty trivially stomp a knight flat should cost about the same as one, as he exchanges mobility for being an independent character and a host of other neat stuff. Also, the Planet Killer doesn't strike me as something he would bring to every fight.
All in all i like it, you did a nice job.