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well for whom that may interest
i will start a re-write of the chaos codex 4th .. and try to ajust what wrong with it..if any suggestion please just leave a message here
troop choice chaos space marines done !!!
alpha legion players rejoice cultist are returning soon
at last those khorne cultists with the icon oh la la
or nurgle ones .. yup tough as marines lol
well no power play 0-1 for codex ones and 0-3 for alpha legion
no transport option
cultist Touched One with khorne icon gains power weapon and plasma pistol cheap
with other icons gain access to a psychic power of the same icon of course
possibility to add 2 plasmagun for 10 men squad.. i don't know if thats ok yet
cultist done... its a sorry i cant post a full list with point values and all but at least
for a home grown codex with all the missing stuff and readjustments in points and all
its going foward
next khorne berzerkers ... let get those axes back
Last edited by Caluin; August 11th, 2007 at 18:16.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
well that what i was looking for ,, you make a good point so ill change that right away
well those blood god maniacs are done with their rending axes back and the champ has more options to choose what tool he wants for the slaugther
well followers of the god of excess I'll give a try to fix them sonic weaponry will go down in point cost for sure
maybe add some extras along if i can ... well i got to hear from you guys if you wanna get what you want
the prince of eternal pleasure needs somthing flashy so bring up some ideas
Last edited by Caluin; August 11th, 2007 at 18:16.
Let me know if I can help as I'm also working on a homegrown one for playing with a traitor legion.
well if i can help no problem depends on what u need
for my part i just started this project to give back what chaos plaers have lost in 4th ed and still be balanced , even more if im able
Well, here are my ideas on just the Cult Marines. Take 'em or leave 'em as you see fit. I don't claim that they're perfectly balanced, but they're a good starting point for you.
I actually like them far better the way they are now than the way they were. Hardy, resilient, and able to absorb punishing amounts of small arms fire, regardless of the AP of the weapon. That seems just perfect to me.
Though, I wouldn't be amiss to having Plague Knives back. They're not horribly broken, and gave Plague Marines a measure of protection against those ICs that ignored their armour and their FnP.
I've never liked the +1 init bonus for Slaanesh. It seems so very stupid to me. "Yay, we're so drugged up and high on life that we are quicker than the normal super human!"
To me, druggies of that nature are supposed to be lethargic and dull-witted. When you get so addicted to drugs that nearly anything you do evokes no emotion what-so-ever, then you've basically become a lifeless shell. I have a hard time envisioning that kind of person being quick in a combat.
However, I would think the +1 init bonus would be appropriate for new converts to Slaanesh. The highs of seeing everything in a new light, the drugs coursing through their veins... that would certainly hype someone to feats of greater quickness. I'd sort of be like a normal person (init 4) who takes a butt load of Speed (init 5), but after awhile crashes and the Speed no longer works for them, leaving them hollow inside (init 3, but we can say Marine training keeps them at 4).
So, I would propose that for Noise Marines, ditch the whole +1 init thing. Dump it. In return, I say give Noise Marines a +1 BS bonus if they are wielding a Sonic Weapon. Then, say that any other unit that has an Icon or Mark of Slaanesh gets the +1 init bonus, but has no access to Sonic Weaponry.
I never felt that Berzerkers needed the Chainaxes. They were a crutch. They also never needed the Blood Rage - it was inconsistent and dangerous. I love the way they play in the new Codex; the bonus WS is godly (seriously, it is), and I love knowing exactly where they're going each and every round.
That being said, I wouldn't mind having old options for the Champion. I do miss the Axe of Khorne.
Make them immune to any weapon of Strength 5 or lower, give them back two wounds, and remove the Invulnerable saves. Remove Inferno Bolts, but make them option for an army led by a Mark of Tzeentch Lord, and at a significant price increase. Something like +3 points per Rubric.
That would make them very strong against small arms fire (just like Plague Marines), but still weak to weapons that could blow them off the board, like Lascannons. Giving them the 'Uber bolts' would make them costly, meaning you'd have to gamble against playing an army with many 3+ saves, or suffer when going up against a Horde army.
It'd also be rather nice if you could clean up your posts a bit. Paragraphs, capitalizations, punctuation, the like. It'd make it far easier to read your posts.
Additionally, please don't double/triple/quadruple post. Appreciate it!
I like your ideas on plagueknives, just say they work the same as a plaguesword but work on a 6+ and don't ignore armoursaves.
well got to say i was inspired
noise marine now can really hail down real destruction
the champion has tons of options to choose from
i kept the +1 initiative but that can be tooled up for close combat but still less effective than khorne beerzerkers
sonic weaponry points are cheaper
well for the point that slaanesh give +1I i see it more as a obscure ability given by slaanesh than some kind of drug so i decided to keep it that way
well most of what im doing is more adjustments then a all new book
next plague marines plague knives and plague sword will be available for sure
the possibility for then to summon nuglings is it a good idea ???