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  • File : 1248431111.jpg-(155 KB, 768x1024, Cultlord.jpg)
    155 KB Codex: Children of Chaos Anonymous 07/24/09(Fri)06:25 No.5244324  
    Long ago we had a shot at making a fandex for the non-marine followers of Chaos. Kinda like LatD but with Cultists and stuff.
    It sorta got off the ground but then it dies out in a tide of "NEEDS MOAR TRAITOR GUARD" vs "NEEDS MOAR CULTISTS" + a bit of "HURR IMBA"

    Perhaps now, with the new format of Codices, 5th ed etc, we should give the ol' bastard a new shot.

    ITT: Codex: Chaos Cults 2.0
    >> Anonymous 07/24/09(Fri)06:27 No.5244337
    I remember this. The idea was good but it really needed more playtesting and some of the units were just silly.
    I support giving it another go, even if doing so during the summer might be a bit risky.
    >> Anonymous 07/24/09(Fri)06:29 No.5244347
    The idea should be to keep it simple.
    >> Anonymous 07/24/09(Fri)06:29 No.5244350
    Here here.
    Anyone rember the old unit choises? I think it was split into cultists and traitors, which always confused me.
    >> Anonymous 07/24/09(Fri)06:30 No.5244359
    Was it archived?
    >> Anonymous 07/24/09(Fri)06:31 No.5244363
    well the first thing that comes to mind is that traitor guard should be separate from chaos cultists as far as army lists go.

    that being said, chaos cultists sound more interesting to me at the moment.
    >> Anonymous 07/24/09(Fri)06:33 No.5244370
    >>5244363

    Indeed. The traitor militia should pretty much just be based upon Forgeworlds models with but a few tweaks in my opinion.

    Groups of civillians, anarchists and deviant activists sounds like fun!
    >> Anonymous 07/24/09(Fri)06:36 No.5244389
    >>5244363
    >>5244370
    As I recall, the old concept called for your HQ choice to heavily flavor the list. Rogue PDF Command Squad operates differently from Heretic Preacher which operates differently from Rebellious Governor.
    >> Anonymous 07/24/09(Fri)06:38 No.5244400
    >>5244350
    Yep, it was split. But as >>5244347 said, we need to make it simplet.

    I propose the following:
    >HQ
    -Cult Leader + Retinue (psyker/LD & ability boost)
    -Champion of Chaos (Chaos Lord Ultralite, 3+ save melee HQ)
    -Characters?
    >Elites
    -Big Mutants (Ogryns + CHAOS)
    -Traitors (Infiltrate, special guns, etc)
    -Rogue Psyker (1-3 per choise, Psyker glass cannons)
    -Daemons?
    >Troops
    -Cultists (IG Conscript stats, cheap meatwall, can be boosted with upgrades, characters etc)
    -Mutants (slightly more powerful but more expensive. Like Genestealers to Gaunts)
    >Fast Attack
    -Raiders (cavalry/bikes? possibly meltabomb/power weapon armed)
    -Jump Infantry?
    -Fast Transports?
    >Heavy Support
    -Altar of Darkness (Immobile psychic artillery piece, AV13 oe 14)
    -Greater Daemons (generic ones, summoned out of characters)
    -Massive Mutant (MC, cheaper than the Greater Daemon)
    >> Anonymous 07/24/09(Fri)06:39 No.5244406
    >>5244389
    This.
    However, it was a clusterfuck.
    >> Anonymous 07/24/09(Fri)06:43 No.5244424
    troop choice - 0-1 degenerates

    people who's minds have sucummbed to insanity and instinct, revelling in the baser emotions that chaos represents. most are too insane to think straight and are only ever drawn to rebellions by some frail link between themselves and the chaotic energies.

    they serve the cult's ideals as little more than meat shields, scrabbling forward and attacking the enemy like mindless beasts or crazed vagrants.


    WS - 1
    BS - 1
    S - 2
    T - 2
    W - 1
    I - 2
    A - 1
    Ld - 10
    Save - None.
    Cost - 30 points for twenty degenerates.

    Wargear: Teeth, fingernails and debris.

    Special: Fearless, Mindless.

    Mindless: Unit is to unstructured to be led by any character.
    >> Anonymous 07/24/09(Fri)06:43 No.5244428
    >>5244400
    >Cont.

    The army should be defined by big blocks of cheap infantry and large amounts of psykers.
    -HQ leader psyker
    -Elite psyker unit
    -Cultist units being able to upgrade to have a Psyker (instead of a Heavy Weapon)
    -The Altar

    A cult army is an unpredictable thing as you'll end up rolling a LOT of Psychic tests. On one hand it can be pissing lightning into the enemy but on the other it can suddenly go WRYYYYYY and explode. A bit like Orks. But with psykers.
    >> Anonymous 07/24/09(Fri)06:46 No.5244440
    >>5244424

    Fast Attack - Fanatics

    Suicide Bombers with one purpose! To Die for CHAOS!

    Standard cultist stats.
    Armed with Melta Bombs. Detonate in Close Combat. Move through Cover, Infiltrate.
    >> Anonymous 07/24/09(Fri)06:49 No.5244452
    Question: Are we going for an army designed to do battle? I.E. possibly even win against the likes of the Astartes or heck even guardsmen?

    Or are we going for flavour and character instead?
    >> Anonymous 07/24/09(Fri)06:51 No.5244460
         File1248432709.jpg-(21 KB, 325x240, kill-it-with-fire.jpg)
    21 KB
    alternate noise marine
    >> Anonymous 07/24/09(Fri)06:53 No.5244467
    >>5244440

    Got me thinking of Chaos Nod.
    >> Anonymous 07/24/09(Fri)06:54 No.5244476
    Example idea: Cultists
    WS 2
    BS 2
    S 3
    T 3
    W 1
    I 3
    A 1
    LD 6
    SV -

    Pts - 50 for unit of 10
    Wargear: Firearm*, 2 CCWs
    >Firearm: R:18 S:3 AP:6 Assault 1
    Options:
    -Take up to 10 more Cultists for 5 pts each
    -Upgrace one Cultist to a Leader for 5 pts
    >Leaders have LD8 and A2
    -Upgrade up to 2 culitists to have a Special Weapon
    Flamer - 5
    Grenade Launcher - 5
    Heavy Flamer - 10
    -Upgrade one Cultist to a Daemonhost
    >LD8, Access to Psychic powers
    -Give the unit a Mark of Chaos for 30pts
    Nurgle - FNP
    Khorne - Furious Charge
    Slaanesh - Fleet
    Tzeentch - 5+ Inv Save
    Undivided - Stubborn
    Give the unti Frag Grenades for +1pt / model
    >> Anonymous 07/24/09(Fri)06:55 No.5244478
    >>5244452
    I'd rather they actually work in-game
    >> Anonymous 07/24/09(Fri)06:55 No.5244485
    http://www.tempusfugitives.co.uk/pdf/40k/Codex%20Lost%20and%20the%20Damned.pdf

    /thread
    >> Anonymous 07/24/09(Fri)06:56 No.5244486
    >>5244440
    Love that idea.
    How strong should the explosion be? S5 AP5 Blast?
    >> Anonymous 07/24/09(Fri)06:56 No.5244487
         File1248432963.jpg-(4 KB, 180x135, 932602_20060823_embed001.jpg)
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    It was where I got the idea.

    They sometimes have a good base to begin with since they ARE a cult...
    >> Anonymous 07/24/09(Fri)06:57 No.5244494
    I personally think we should not give the units Marks of Chaos.

    Icons, yes. But not marks.
    >> Anonymous 07/24/09(Fri)06:58 No.5244497
    >>5244485
    Well done fagnaut you just ruined the thread.
    Why not post some furry dragon futa while you're at it.
    >> Anonymous 07/24/09(Fri)06:59 No.5244501
    >>5244494
    The leaders could have marks though.
    >> Anonymous 07/24/09(Fri)07:03 No.5244517
    >>5244486

    Not really sure to be honest lol. Was toying with the idea for Melta for Heavy armour and Frag for anti personell.
    >> Anonymous 07/24/09(Fri)07:03 No.5244520
    >>5244487

    Nod could actually work well for a Chaos Cult army. I like the fact that the Nod army doctrine is split between hordes of low-price, low-tech, shit units, and small detachments of high-end, high-tech, advanced units. If the Cult codex is made like that it might actually be fluffy AND competitive.
    >> Anonymous 07/24/09(Fri)07:06 No.5244525
    >>5244501

    That would be more acceptable but don't give them to sergeants or squad leaders.

    Only the CHOSEN are worthy of bearing the mark.
    >> Anonymous 07/24/09(Fri)07:08 No.5244531
    >>5244520
    I have a hard time seeing how "High Tech" and "Chaos Cult" would fit together.
    The poor bastars screaming FHOOR KHAYOOOOHS! don't really seem like the kind of guys to have a Baneblade as backup.
    >> Anonymous 07/24/09(Fri)07:08 No.5244533
    NOT ANOTHER CHAOS ARMY
    >> Anonymous 07/24/09(Fri)07:11 No.5244541
    >>5244533
    There are only 2
    As opposed to 8 Imperial and 6 Alien
    >> Anonymous 07/24/09(Fri)07:11 No.5244542
         File1248433894.jpg-(208 KB, 580x775, 1247911313651.jpg)
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    hwee needz sykick pawuhs!
    >> Anonymous 07/24/09(Fri)07:14 No.5244549
    >>5244542
    WS 3
    BS 3
    S 3
    T 4
    W 2
    I 3
    A 1
    LD 10
    SV -/5+
    FNP, Without Number, Stubborn, Chracter
    Firearm, Power Weapon
    >> Anonymous 07/24/09(Fri)07:14 No.5244550
    >>5244531

    I agree, the most top tier equipment they should have access to should be a plasma gun...

    Missile Launcher, sure okay. But most military arms available only to their elite.

    Keep em stealthy and sneaky. Like good little insurgents.
    >> Anonymous 07/24/09(Fri)07:19 No.5244561
    >>5244550
    And big mutants.
    And even bigger psychic nukes.
    >> Anonymous 07/24/09(Fri)07:21 No.5244569
    >>5244561

    Aye those can be the main hard hitters.

    Not forgetting Daemons of course.
    >> Anonymous 07/24/09(Fri)07:25 No.5244578
    So what about these HQ choices then. What's to lead the Cult to glory?

    A Demagogue?
    Rebellious Noble/Planetary Governor?
    A Traitorous Officer?
    Daemon?
    Cultist-Chan?

    What?

    Not to mention additional HQ support choices like second in commands or lieutenants etc.
    >> Anonymous 07/24/09(Fri)07:27 No.5244588
    >>5244440
    >Fanatics do not take up Force Organisation Slots
    Fanatics
    Unit - 1
    Pts - 20
    Wargear: Firearm, CCW, Blast charge*
    >Blast Charge: Frag - S4 AP6 Blast
    >Blast Charge: Krak - S8 AP1
    >Can be detonated as either. Place the marker over the Fanatic. A Krak charge affects ONE unit in base contact, chosen by the Cultist player. Can be detonated at any point during any phase of an turn.
    Options: Upgrace the Blast Charge to a Demolition Charge for +15pts
    >Demolition Charge - S8 AP2 Large Blast

    WS:2 BS:2 S:3 T:3 W:1 I:3 A:1 LD:10 SV:6+
    Fearless
    >> Anonymous 07/24/09(Fri)07:29 No.5244597
    >>5244578
    Demagogue is the most thematicaly sound option.
    Should get some nastly Psychic powers, perhaps give Stubborn / LD boost / Furios Charge / etc to nearby units.

    An alternateive one would be a smalltime Chaos Liutenant for a WS4 3+ save big hitter HQ
    >> Anonymous 07/24/09(Fri)07:32 No.5244609
    >>5244597

    What about like a Daemonic Herald for the secondary HQ?
    >> Anonymous 07/24/09(Fri)07:33 No.5244615
    >>5244588

    nice job, looking good, though I think they might need something to close the gap a little better. Or else their just gonna get shot up on turn one :P

    Even something like Scouts or what.
    >> Anonymous 07/24/09(Fri)07:35 No.5244626
    >>5244615
    What about burying them in other units, a la Goblin Fanatics?
    >> Anonymous 07/24/09(Fri)07:36 No.5244627
    >>5244615
    Maybe fleet of foot/move throught cover.
    >> Anonymous 07/24/09(Fri)07:38 No.5244632
    >>5244626

    Interesting... Hadn't thought of that.

    Would indeed be a good thing to have since I imagine most rank and file common cultists wouldn't have access to Melta Guns and Plasmas.

    Might give them a little more kick! And a nasty surprise for melee units.

    Endorsed.
    >> Anonymous 07/24/09(Fri)07:40 No.5244647
    needz plague zombies for nurgalz
    >> Anonymous 07/24/09(Fri)07:43 No.5244671
    How about this:
    Fanatics can be either attached to Cultist squads or used alone
    If used alone, they have Fleet, Move trough Cover and Scouts
    >> Anonymous 07/24/09(Fri)07:46 No.5244679
    >>5244632

    Frankly dude, I think you should consider both options I mean small hit squads of Fanatics and the odd one hiding inside a squad can be doable THINK OUTSIDE THE BOX!
    >> Anonymous 07/24/09(Fri)07:50 No.5244703
    >>5244671

    Aye, lets do that then

    Can be a wee bit more flexible then

    though should we give them ALL three skills?

    fleet, move through cover and scouts does seem a little too much maybe? the first two might be enough until playtested or that?
    >> Anonymous 07/24/09(Fri)07:53 No.5244719
    >>5244703
    True, true.
    Bump it down to Fleet and MTC.

    Should they be able to leave the unit they are in, charge ahead and explode alone? Or should they always be horrible double-edged, taking out your cultists just the same as enemies?
    >> Anonymous 07/24/09(Fri)07:55 No.5244731
    >>5244719

    Its all good mate, its all good!

    Your the cult leader I reckon you should be able to choose who to sacrifice fer the Dark Gods!
    >> Anonymous 07/24/09(Fri)07:57 No.5244739
    >>5244731

    reminds me of skaven
    >> Anonymous 07/24/09(Fri)07:59 No.5244750
    >>5244719
    Leadership test.
    "GO! Claim their lives for our masters!" "No, you go!" "RUN, BITCH!" "FUCK YOU GUYS!" (roll, box cars) BOOOOOOOM!
    >> Anonymous 07/24/09(Fri)08:00 No.5244760
    >>5244679
    Psychic power ideas:

    Puppet Master - If a psychic test is passed, pick an enemy unit within 36" of the psyker. You can now have this unit shoot normaly at any other enemy unit OR resolve a round of combat against itself.

    Warp Lightning - Range 24" S5 APd6 AssaultD6

    Time Warp - A single friendly unit within 12" may immediately move 6" in any direction. This does not count as moving for purpose of firing weapons. Used in the Shooting Phase. The unit can still Run after warping.

    Will of the Gods - Range 48" S10 APd3 Heavy 1 Large Blast
    >> Anonymous 07/24/09(Fri)08:06 No.5244792
    >>5244760

    Undivided I'm guessing?
    >> Anonymous 07/24/09(Fri)08:08 No.5244799
    What kind of bonus would Khorne get then? He hates psykers!
    >> Anonymous 07/24/09(Fri)08:09 No.5244805
         File1248437369.jpg-(173 KB, 925x629, 1217248739872.jpg)
    173 KB
    Found the old cultist entry
    >> Anonymous 07/24/09(Fri)08:10 No.5244810
    >>5244799
    Probably Furious Charge
    >> Anonymous 07/24/09(Fri)08:10 No.5244814
         File1248437453.jpg-(230 KB, 640x480, 1217257848381.jpg)
    230 KB
    Dumping some related images
    >> Anonymous 07/24/09(Fri)08:11 No.5244816
         File1248437489.jpg-(47 KB, 520x372, Chaos_Cultists_DOW.jpg)
    47 KB
    >> Anonymous 07/24/09(Fri)08:12 No.5244823
         File1248437541.jpg-(21 KB, 300x182, Cultist.jpg)
    21 KB
    >> Anonymous 07/24/09(Fri)08:12 No.5244824
    >>5244805

    I love how the rules state they can't have a missile launcher, yet there is a cultist converted to carry one...
    >> Anonymous 07/24/09(Fri)08:13 No.5244832
         File1248437637.jpg-(65 KB, 600x750, 633631635509383566-chaoscultis(...).jpg)
    65 KB
    >> Anonymous 07/24/09(Fri)08:18 No.5244853
    So Heavy Support is;

    Greater Daemons? Maybe even an HQ?
    Big Mutants? Woulda thought the Ogryn muties woulda been Elites.
    And Altar of Darkness. Still determined to be a keeper.

    Thoughts?
    >> Anonymous 07/24/09(Fri)08:22 No.5244870
    >>5244853
    I'd say:

    "Great Daemons" - as in the kind of shit that comes out of your brain if you REALLY fuck up with psychic powers. Not really Greater Daemons but Daemonic MCs

    Carnifex-style giant spawn/mutants.

    The Altar, because that's almost a trademark already.
    >> Anonymous 07/24/09(Fri)08:24 No.5244873
    >>5244870

    Not even a Cultist Heavy Squad?

    Heavy Stubber.
    Missile Launcher.
    Autocannon.
    >> Anonymous 07/24/09(Fri)08:24 No.5244876
    >>5244485
    I like how all that is justa copypaste of WH, LatD, WFB Chaos and IG thrown into a single 16 page PDF
    There isn't even a modeling section.
    >> Anonymous 07/24/09(Fri)08:25 No.5244878
    >>5244873
    That sound so... vanilla...
    >> Anonymous 07/24/09(Fri)08:27 No.5244882
    >>5244876

    Mate some fucker from GW just wrote that shit up on their lunchbreak as a half assed attempt.

    Nobody really takes it seriously, cept that one guy maybe...

    This will be an attempt at making something at least half decent.
    >> Anonymous 07/24/09(Fri)08:27 No.5244884
    >>5244873
    >>5244878
    Make them cheap, but bear in mind they're untrained rabble.
    All heavy weapons have Gets Hot!
    >> Anonymous 07/24/09(Fri)08:28 No.5244885
    >>5244878

    Yeah I know, but you need vanilla as a base to make the more exotic flavours stand out.
    >> Anonymous 07/24/09(Fri)08:30 No.5244892
    >>5244884
    A heavy 3 GETS HOT gun sounds a bit suicidal to me
    >> Anonymous 07/24/09(Fri)08:31 No.5244898
    >>5244884

    They already have shit ballistic skill for the record.

    Thats enough...
    >> Anonymous 07/24/09(Fri)08:35 No.5244914
    +lots of psykers
    +several big melee units
    +lots of meatwall

    -crap BS
    -crap armour
    -no transports

    Tyranids meet Orks?
    >> Anonymous 07/24/09(Fri)08:37 No.5244924
    no lootd imperial vehicles?
    >> Anonymous 07/24/09(Fri)08:38 No.5244928
    shouldnt be to hard to juryrig some civillian vehicles with weapons

    they do it in bagdad all the time
    >> Anonymous 07/24/09(Fri)08:39 No.5244932
    >>5244924
    Sounds more like Traitor Guard stuff.
    >> Anonymous 07/24/09(Fri)08:39 No.5244935
    >>5244924

    I can see Limos, Looted Arbites APC's, and whatever the 40k equivalent of Technicals is.
    >> Anonymous 07/24/09(Fri)08:40 No.5244940
    If there are no transports we need more infiltrators
    >> Anonymous 07/24/09(Fri)08:41 No.5244945
    >>5244928
    pts - 35
    11/10/10 BS:2
    Twin-Linked Heavy Stubber, Extra Armour, Open Topped
    >> Anonymous 07/24/09(Fri)08:43 No.5244956
    >>5244940
    Well if the Cultists, Traitors and Demagogue all get Infiltrate, the only real footsloggers will be the Mutants
    >> Anonymous 07/24/09(Fri)08:45 No.5244963
    >>5244945
    Take away the auto extra armo, and make it a cheap option for 12/11/11.
    What about troop holds?
    8 guys seems good to me, for an average ride packed to the gills.
    >> Anonymous 07/24/09(Fri)08:48 No.5244985
    So the Troops choice is now only Cultists, Mutants and possibly those Fanatic guys...?
    >> Anonymous 07/24/09(Fri)08:51 No.5245006
    >>5244956

    I wasn't thinking much like that. More along the lines of specialist troops.

    Not elites but cultists squads that might cost more. etc.
    >> Anonymous 07/24/09(Fri)08:51 No.5245011
    >>5244963
    >12/11/11
    Isn't that stronger than a Chimaera?
    >> Anonymous 07/24/09(Fri)08:52 No.5245016
    >>5245006
    Cultist unit can upgrade to Infiltrate for +30pts?
    >> Anonymous 07/24/09(Fri)08:53 No.5245021
    >>5244985
    Do you have other ideas?
    I bumped Traitors to Elites to keep them a bi tmore special. They are, afterall, trained soldiers with way better gear.
    >> Anonymous 07/24/09(Fri)08:53 No.5245023
    >>5245016

    I'd go with that, yeah. Depending on the average points cost for a fully upgraded cultist squad.
    >> Anonymous 07/24/09(Fri)08:54 No.5245034
    >>5245023
    see
    >>5244476
    >> Anonymous 07/24/09(Fri)08:55 No.5245037
    >>5245021

    Aye I agree wholly with that decision.

    As for troops... errr....


    I'll probably need a moment to consult older codex's and such...
    >> Anonymous 07/24/09(Fri)08:58 No.5245054
    >>5245034

    In that case, yeah, that sounds good.
    >> Anonymous 07/24/09(Fri)08:59 No.5245062
    So the basic troops are large hard to move blocks of meatwall

    What is the promary hammer to this anvil? The Heavysupport MCs?
    >> Anonymous 07/24/09(Fri)09:02 No.5245075
    >>5245062

    Thats what we are trying to figure out.

    I would have recommended some expendible meat shields on top of that.

    But I think the mystical "might" assist in that regard. And by that I mean, Icons, Psykers and Daemons.

    All of that a big "IF"

    Needs some work so feel free to lend a hand.
    >> Anonymous 07/24/09(Fri)09:05 No.5245091
    Meatwall - Cultists, Mutants
    Special hunters - Traitors, Rogue Psykers
    Tank hunters - Traitors. Fanatics, MCs
    Mass killers - Demagogues, Fanatics, MCs, Big Mutants, Altars
    >> Anonymous 07/24/09(Fri)09:07 No.5245101
    Aren't a lot of Death Cults Khornate without really realizing it? You could just straight-up lift the Death Cult Assassins.
    >> Anonymous 07/24/09(Fri)09:08 No.5245103
    >>5245101
    Copypaste units aren't what we want here
    >> Anonymous 07/24/09(Fri)09:08 No.5245105
    >>5245011
    I see it as a trade off for the garbage BS and low troop hold. Seeing as it's a melee strong army, I wagered that getting in close and dropping heads would be real handy.
    Counter it with a breakdown roll, as we are talking about ramshackle, jerry rigged rides with riveted armor on them.
    >> Anonymous 07/24/09(Fri)09:09 No.5245114
    >>5245105
    I'd rather a high troophold.
    Seeing how the basic Troop units are 10-20 men each
    >> Anonymous 07/24/09(Fri)09:13 No.5245126
    >>5245103
    Well, good stuff, enjoy your ten unit army list because the alternative would be using a pre-existing unit.
    >> Anonymous 07/24/09(Fri)09:14 No.5245128
    >>5245114

    True but I think we settled on most being able to Infiltrate.

    High troop passenger counts might not matter in that case?
    >> Anonymous 07/24/09(Fri)09:18 No.5245154
    >>5245114
    Hmm, would work, but I was think something fast, but fragile, something to get the melee heavy elite units (or some fanatics for boom) stuck in real fast.
    I wager you could slap something like a orky wagon together for troops.
    Something like 12/10/10, 2x hull mounted stubber, extra armor, dozer blade, 25 troop capacity, 60 points?
    Tweak this.
    >> Anonymous 07/24/09(Fri)09:19 No.5245162
    >>5245154

    Cultist Bus?
    >> Anonymous 07/24/09(Fri)09:21 No.5245172
    HQ idea

    Cult Leader - 55pts

    WS:4 BS:3 S:3 T:4 W:2 I:4 A:2 LD:9 SV:5+
    Firearm, 2 CCW

    Options:
    -Can replace CCW with Power Weapon for 5pts or Power Fist for 10pts
    -Can replace Firearm with Shotgun or Bolter for free
    -Can upgrade to a 4+ save for 5pts
    -Can take a Mark for +20pts
    Khorne - Furious Charge
    Nurgle - FNP
    Slaanesh - Fleet
    Tzeentch - 5+ Inv save
    Special Rules:
    Demagogue: All units within LOS of the Cult Leader cna re-roll failed morale checks
    Psyker: The Cult Leader can use all psychic powers in the list

    Retinue: Can be joined by up to 5 Retinue members

    Familliar - can use 1 more Psychic power per turn for each
    Single CCW
    WS2 BS2 S2 T3 W1 I4 A1 LD8 SV-/6+ pts:5

    Champion - can allocate wounds to champions
    Power Weapon, CCW, Firearm
    WS4 BS2 S4 T3 W1 I3 A2 LD7 SV4+ pts:10

    Advisor - adds +1 to the LD, I and A of the leader. Dees not stack for multiples.
    CCW, Firearm
    WS2 BS2 S3 T3 W1 I3 A1 LD7 SV6+
    >> Anonymous 07/24/09(Fri)09:24 No.5245188
    >>5245162
    You now imagine the Magic Schoolbus tainted by Chaos full fo Cultist-chans
    >> Anonymous 07/24/09(Fri)09:27 No.5245208
    excellent, I've been looking forward to things like this, I rejected GW's ban on LatD so I'm still agrivated
    >> Anonymous 07/24/09(Fri)09:27 No.5245209
    >>5245188

    wheels on the bus go round an round round an round round an round

    the wheels on the bus go round an round
    >> Anonymous 07/24/09(Fri)09:29 No.5245222
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    The thread's a little all over the place but here's some things that crossed my mind. They may or may not have already been thought of.

    With the concept of a Cult leader perhaps there could be a selection of three or so different 'upgrades' to the cult leader to represent how their cult or revolt was formed. Each upgrade would have a different cost, and perhaps one would have to be selected.

    You could have the military traitor with a boost in combat stats whilst granting better gear for his retinue and making one unit of traitors count as a troops selection.

    You could have the psychic one, who aside from having psychic powers is able to defer perils of the warp attacks onto members of his retinue.

    Then you could have the Apostate Cardinal who has a leadership bonus, grants his retinue furious charge (or perhaps fearless?) as well as granting everyone within a certain radius of him +1 to attack or something else.

    The Chaos Champion could be a simply matter of marks and wargear.


    You could have something related to mutants and how they're often used as the worst dregs in mining and the like. Perhaps a unit that deep strikes via digging up from underneath the ground, causing pinning tests on those nearby as they surface? Puts a fair bit of incentive into risky 'deep strikes'.
    >> Anonymous 07/24/09(Fri)09:32 No.5245236
    >>5245222

    There was a list slightly like that.

    But it was literally all over the place with way, waaaay too many rules.

    As advisors similar to the Imperial Guard, It might not be all that bad.
    Though that DEFINITELY needs to be fine tuned to perfection.
    >> Anonymous 07/24/09(Fri)09:33 No.5245243
    >>5245222
    I like this idea for most part but I feel the Traitors should remain Elite. They are, as someone mentioned, trained soldiers with good equipment, as opposed to the "FHOOR KHAYOS" lot dressed in their bathrobes and waving around garage-built guns.
    >> Anonymous 07/24/09(Fri)09:33 No.5245246
    Daemonic Advisor/Daemonhost:

    Allows access to Daemons as a Troop Selection.
    Grants the Leader one additional Psychic Power.
    >> Anonymous 07/24/09(Fri)09:35 No.5245255
    >>5245162
    I lol'd.
    >> Anonymous 07/24/09(Fri)09:37 No.5245271
    Renegade Officer.

    Allows Traitors to field a Chimera Transport OR if that seems a little out of character...
    Allows Traitors to field a single Imperial Guard Veteran Doctrine.

    Allows the use of Renegade Heavy Weapon Squads in Heavy Support.
    >> Anonymous 07/24/09(Fri)09:38 No.5245275
    >>5245222
    >>5245172
    >>5245236
    Triple-threat remix:

    Cult leader is a single default guy.
    Advistors come in the forms of:
    -Traitor Officer (Extra BS, Carapace armour for the unit, can bring a Special Weapon)
    -Heretic Preacher (Extra LD, grants Fearless)
    -Mutant Boss (Bodyguard, WS4 S5 bruiser)
    -Chaos Emissary (Extra Psychic power, Inv save)

    These would represent the leaders of different bands of traitors who flock to the single more powerful Demagogue.
    Keeps all the thematics, and the unit stays simple.
    >> Anonymous 07/24/09(Fri)09:38 No.5245279
    >>5245271
    >>5245246

    I'm obviously stating these guys like regimental advisors like in the guard.
    >> Anonymous 07/24/09(Fri)09:39 No.5245285
    If there is ONE thing I don't want from the old version, it's the "Leader X unlocks unit Y" rules.
    They were confusing and annoying to use.
    >> Anonymous 07/24/09(Fri)09:43 No.5245312
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    >>5245236
    I think in that regard the best thing to do is keep it simple. No massive restrictions from it or switching things up. You should be able to take for example an Apostate Cardinal + retinue and a Traitor General + his retinue and not make it a giant clusterfuck of what you can and can't take (or broken ruleswise), in much the same way taking a Warboss and a Big Mek doesn't mess things up. The retinue shouldn't need to be like IG advisors either. You could just have a basic loadout with extra options, the ability to take an icon and obviously something akin to "LOOK OUT SIR ARGH" to protect the cult leader. Costed as necessary (not my domain).


    Another thought. Vehicle upgrades. You should be able to take an upgrade that essentially represents a member of the enemy nailed alive to the front of the vehicle. I have no idea what it should do but I'm thinking something related to leadership reduction. With the ability to do some funky out of control psychic horribleness you'd want to be able to edge those tests a little more in your favour.
    >> Anonymous 07/24/09(Fri)09:43 No.5245313
    >>5245285

    What would you prefer then?
    >> Anonymous 07/24/09(Fri)09:46 No.5245327
    >>5245313
    All units are available no matter what HQ you pick
    HQs only enhance units in some way (bonus LD, special rules, etc)
    >> Anonymous 07/24/09(Fri)09:48 No.5245337
    >>5245275
    I support this.
    It gives a nice feel to the HQ unit. A bunch of dregs, smalltime cult bosses, the odd precher and traitor liutenant flocking to a more charismatic ringleader.
    FHOOR KAYOHS!
    >> Anonymous 07/24/09(Fri)09:51 No.5245350
    >>5245337

    Question is

    Who are the Leaders EXACTLY

    And what bonuses do we confer from their being there.
    >> Anonymous 07/24/09(Fri)09:53 No.5245356
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    >>5245327
    That's what I'm suggesting. The HQ 'leader' upgrade should really only make one or two special rules differences based around the squad itself. The one unit of traitors as a troop choice is mostly a flavour thing for the military leader upgrade idea. It kinda fits in my mind.
    >> Anonymous 07/24/09(Fri)09:54 No.5245362
    candlejack hear what do you thi
    http://www.Anom - m + nTalk.com/
    > ftnk42byfgvdcko
    >> Anonymous 07/24/09(Fri)09:55 No.5245365
    Couldn't the traitor list have hereteks?
    >> Anonymous 07/24/09(Fri)09:56 No.5245368
    Demagogue

    WS - 3
    BS - 3
    S - 3
    T - 3
    W - 3
    I - 3
    A - 3
    Ld - 9

    Save - 5+
    Cost - 40pts

    Wargear -
    Armed with a Laspistol and Close Combat Weapon.

    May Replace the Laspistol with a Bolt Pistol for 2pts.
    May be equipped with Frag Grenades for 1pt.
    May carry a Power Weapon for 15pts.

    - Costs of Advisors and Additional Powers and Wargear still to be determined.

    Build from there.
    >> Anonymous 07/24/09(Fri)09:58 No.5245376
    How about Mutant Bosses acting as Bodyguards?

    They'd obviously be grateful and loyal that someone treated em better than the Imperium ever did? Plus it gives a genuine reason for the large Mutant presence within the cult.
    >> Anonymous 07/24/09(Fri)09:59 No.5245378
    >>5245350
    Just my 2 cents but

    >Traitor Officer
    -+1BS to Leader unit
    -One unit of Traitors as Troops
    -+1 to the Saves of Leader unit
    -can take a Plasmagun/Meltagun/Sniper Rifle
    -can only be taken if you have a unit of Traitors
    >Apostate Cardinal
    -+1LD and Stubborn to Leader unit
    -+1LD and Stubborn to all units in LOS
    -can only be taken if you have a unit of Cultists
    >Mutant Boss
    -Look out sir AARGH
    -2 wounds
    -WS4 S5 T5 FNP
    -Can only be taken if you have a unit of Mutants
    >> Anonymous 07/24/09(Fri)10:01 No.5245390
    >>5245378

    Maybe take the Traitors as troops choice out?
    Seems just a wee bit distracting and excessive.
    >> Anonymous 07/24/09(Fri)10:01 No.5245391
    >>5245365
    I don't really see Hereteks, as cool as they are, mixing well into a random Chaos Cult.
    There aren't even that mant vehicles to repair
    >> Anonymous 07/24/09(Fri)10:03 No.5245396
    definitely needs to be a direct link with the dark gods other than the priest dude and the leader

    get some daemonhost or possessed in there
    >> Anonymous 07/24/09(Fri)10:04 No.5245402
    >>5245390
    true, true.

    Also add in:
    Acolyte - demagogue can allocate failed Perils of the Warp wounds to the Acolytes.

    Envoy - CSM Chempion with Power Weapon and Bolt Pistol. Represent a Chempion sent by his patron god to protect an important Cult leader for some divine plan.
    >> Anonymous 07/24/09(Fri)10:05 No.5245403
    >>5245378

    Take out Stubborn in LOS seems a bit overpowered. Better stacked in Leadership/Morale range of Cultist Leader.
    >> Anonymous 07/24/09(Fri)10:05 No.5245408
    >>5245396
    The elite Rogue Psykers and HS Altars?
    >> Anonymous 07/24/09(Fri)10:06 No.5245413
    >>5245408

    I meant in the Leadership role.

    Those are just pawns and tools.
    >> Anonymous 07/24/09(Fri)10:17 No.5245466
    Daemonic Anchor.

    When purchased the army may ignore the first Perils of the Warp failure made by the Demagogue.
    >> Anonymous 07/24/09(Fri)10:18 No.5245475
    Just a quick try at this:

    Traitors
    Unit size: 9 Traitors 1 Traitor Sgt
    Points - 70
    WS3 BS3 S3 T3 W1 I3 A1 LD8 SV5+
    Lasgun, Laspistol, CCW, Frag Grenades
    Options:
    -Traitor Sgt can take a Power Weapon for 5pts
    -Up to 3 Traitors can take a Plasma Gun or Meltagun for 10pts each
    -2 Traitor Guard may form a single Heavy Weapon team and must take a Heavy Bolter for 10pts Autocannon or Missile Launcher for 15pts or Lascannon for 20pts
    -The whole unit may take Defensive Grenades for +10pts
    Special Rules:
    Infiltrate, Stealth
    >> Anonymous 07/24/09(Fri)10:19 No.5245478
    >>5245466

    Oh its a regimental advisor btw...
    >> Anonymous 07/24/09(Fri)10:24 No.5245505
    r u babboon
    http://www.Anom - m + nTalk.com/
    > cgf sdf 3snrbjs
    >> Anonymous 07/24/09(Fri)10:25 No.5245510
    >>5245475

    Stealth does seem a bit excessive especially since this unit costs EXACTLY the same as a veteran squad and has the same wargear options.

    Even with Infiltrate it should still cost more.

    If need be make them options to buy, but at additional cost. Since Veterans are the likely sort to actually have skills like that. Not rank and file Guardsmen.

    Personally I don't think they need the skills, only some really good versatile weapon options. And they are set to kill whatever they need to.
    >> Anonymous 07/24/09(Fri)10:29 No.5245539
    OP/Statsguy here
    Going for dinner, be back later
    You guys are awesome btw
    >> Anonymous 07/24/09(Fri)10:32 No.5245552
    So quick question.

    Should the Traitor Squads. Be aloud the option to take their own Chimera?
    >> Anonymous 07/24/09(Fri)10:33 No.5245557
    >>5245510
    I think it is good in comparison to the rest of the army.
    Most of the army is built around psykers that can fail you utterly, meat shields and melee monsters. A good shooty unit that doesn't break the bank would be a boon. And they are still guard, still die nice and quick to any decent fire.
    >> Anonymous 07/24/09(Fri)10:34 No.5245564
    >>5245552
    I fear that'd turn them into taxi squads.
    Take 3 Traitor squads, stick the Cult Leader and 2 units of Mutants in the Chimaeras
    >> Anonymous 07/24/09(Fri)10:35 No.5245569
    >>5245552
    Only if you have a heretek, lol.
    That is a good question. I'm leaning to yes, but don't make it so easy. I agree with the stealth thing, either buy stealth or buy a chimmie.
    >> Anonymous 07/24/09(Fri)10:37 No.5245576
    >>5245564

    That would still be quite a costly taxi service...
    Would have to take that into consideration.

    Plus it would leave you screwed out of taking other Elites. Whether it be Big Muties, Daemons or whatever the hell has still to be decided upon, etc.
    >> Anonymous 07/24/09(Fri)10:44 No.5245620
    So that means the rest of tha elites are undecided?

    And I thought Daemons were gonna be troops????
    >> Anonymous 07/24/09(Fri)10:51 No.5245661
    The Transport.

    Av 10/10/10

    Capacity 10

    Heavy Stubber.

    Open Topped

    Bomb Truck: For 15pts you can garuntee the transport explodes even if only a vehicle destroyed result is attained? You can also detonate it on command.
    >> Anonymous 07/24/09(Fri)10:55 No.5245692
    Icon of the Gods:

    Added to the Leader's Retinue.

    Adds a bonus dependent upon which God you serve.

    (I've yet to determine what that bonus is :P)
    >> I apologized on 4chan 07/24/09(Fri)10:59 No.5245739
    >>5245620

    If Daemons were that common, then the Grey Knights would need to be absolutely everywhere.

    Summoning even one daemon would be a tremendous achievement for a cult. Even then they'd probably be very minor daemons, possibly ones we've never seen before simply because they're so low on the totem pole.

    I suppose it's possible that a Greater Daemon might be behind everything, but the only way he could come on would be through posession, and only of the army general.

    Also, they're might be a sense of 'oh my god what have we done' if you summon shit like that, so you could make it so that fear and terror caused by daemons effects cultists as well as the enemy.
    Make it a special rule that only effects certain troop types or something.

    Well those are my thoughts at least.
    >> Anonymous 07/24/09(Fri)11:20 No.5245865
    >>5245739


    So Elites then.

    I'm wagering that the size of this army of cultists is more like a major incursion and uprising. So Elites would be a decent enough class to make them rare enough?

    But whatabout a Greater Daemon?

    Even a possibility?

    I think this needs some more discussion.

    I know they are great kick ass models and all, but could a lowly cult even know how to get one to even look in their direction never mind summon one for aid?
    >> Anonymous 07/24/09(Fri)11:22 No.5245879
    >>5245865

    Sacrifice enough, and even a Greater Daemon might help. Of course, it would be using the cultists for its own ends rather than the opposite.
    >> Anonymous 07/24/09(Fri)11:24 No.5245888
    ITT: people that can't read Imperial Armour's rules for Renegade Chaos Armies. Or Siege of Vraks.

    See: IAA, 2008.
    >> Anonymous 07/24/09(Fri)11:25 No.5245894
    >>5245888

    Poster can't realise we are not doing a Traitor Guardsman list.

    Learn to fucking read squire.
    >> Anonymous 07/24/09(Fri)11:28 No.5245907
    >>5245888
    >>5245894

    Renegades are not Traitor Guard.

    Enforcers, Rogue Psykers, CSMs as modified Elites, Apostate Preachers, Mutants, some Ogryn Berserkers.

    It's its own thing, faggot.
    >> Anonymous 07/24/09(Fri)11:31 No.5245934
    >>5245907

    If it's it's own thing then surely you realise this is it's own thing as well.

    *Ahem. Faggot.
    >> Anonymous 07/24/09(Fri)11:31 No.5245938
    >>5245907

    It's almost entirely a 'counts as' Imperial Guard.

    Shut the fuck up.
    >> Anonymous 07/24/09(Fri)11:36 No.5245975
    >>5245938

    Ah, yes. The many Enforcers, Preachers, Apostates, Mutants, Worker's Rabble, CSMs, Aspiring Champion CSMs, Exalted Champion CSMs, and such that Guard has.

    Silly me! How could I forget!
    >> Anonymous 07/24/09(Fri)11:39 No.5245995
    >>5245975

    Not to mention the Hounds, Beastment, Berserkers, Disciples with good gear and morale, and the fact that posters who haven't read the Vraks books are faggots.
    >> Anonymous 07/24/09(Fri)11:40 No.5246002
    >>5245995

    Whats a Beastment?
    >> I apologized on 4chan 07/24/09(Fri)11:42 No.5246014
    >>5245888

    Forge World don't exactly have the best track record for writing decent rules you know.

    Besides, Vraks was more of a traitor guard thing, this feels more like a Cult Uprising/ Corrupted PDF.
    >> Anonymous 07/24/09(Fri)11:42 No.5246018
    This isn't about your goddamn renegades its about cultists

    Daemons should indeed be Elite. Small CC squads with Power Weapons and inv saves.
    Big Daemons (probably not real Greater Daemons) should be HS MCs.

    Personaly I don't really like the idea of transports over Infiltrate. If anything, cultist should be able to hide out in good spots using street smarts, local knowledge etc. Also ramshakle trucks seem so.. orky.
    >> Anonymous 07/24/09(Fri)11:42 No.5246024
    >>5246002

    Like Beastmen, but with a typo due to rage at faggotry.
    >> Anonymous 07/24/09(Fri)11:43 No.5246026
    >>5245975
    >>5245995

    Let me put it into terms you trolls will understand.


    NOBODY HERE CARES.

    It's a harmless custom list, if we wanna waste our time as much as you wanna waste your time arguing about it, then good for you! I'm sure your glad you have that free time to spend reading this ENTIRE thread.


    Congrats.
    >> Anonymous 07/24/09(Fri)11:45 No.5246038
    >>5246014
    Mostly the Cultist uprising.

    If you need a simple reference point think back to DoW1 and the Dark Crusade Chaos Stronghold.
    Lots and lots and lots of WHEE WILL CAPTOOR EET FHOOR KAYO - MY SPLEEN!
    Then some big mutants, daemons and whatnot. And giant altars to the dark gods. That shoot psychic nukes.
    >> Anonymous 07/24/09(Fri)11:46 No.5246050
    Oh, the 1st Vraks was solid traitor guard.

    However, the second one has much more of a 'holy fuck everything is at war' feel. You have a few Champions of Chaos, aspiring Lord types, that are using Preachers to mobilize rabble and beastmen and psychotics into the seething mass of hate.

    With a few CSMs floating around as HQ or Elites, you get the feel that they are leading. Unique options like Mutants and Workers represent the 'average cultist' we've been looking for. Disciples, Preachers, and Enforcers are a very nice 'next tier up but not CSM' bunch of guys, and the Hounds/Beastmen are daemonically influenced but not actual daemons.

    I don't think the Cultists should get Daemons. They are ludicrously hard to control, require a lot of effort to even get one, and making this list focus on the people fighting feels a lot better.
    >> Anonymous 07/24/09(Fri)11:48 No.5246063
    >>5246026

    troll accomplished. ready for extraction.
    >> Anonymous 07/24/09(Fri)11:49 No.5246064
    Let's just use te IG codex
    HQ platoon is cult leader
    Ogrysn is big mutant
    Penal legions is cultest
    Leman russ is greater daemon

    represents wot we wanted perfectly amirite
    >> Anonymous 07/24/09(Fri)11:49 No.5246067
    >>5246050

    What about the occasional possessed individual.

    Like one in one hundred in the army?

    No I'm not talking about say daemons bursting into reality through their targets, I'm just talking about say Daemonhosts and the like.
    >> Anonymous 07/24/09(Fri)11:51 No.5246079
    >>5246063

    Apparently not.

    One newfag here thinks otherwise.

    >>5246064


    Lets play the ignore game.
    >> Anonymous 07/24/09(Fri)11:53 No.5246098
    Ok my thoughts on Daemons:

    Lesser Daemons 0-1 Elite choise
    WS4 BS- S4 T4 W1 I3 A2 LD10 SV-/5+
    Power Weapon, Rage, Furious Charge. Every turn roll a D6, if 1, the Daemons move towards the nearest FRIENDLY unit

    Great Daemon 0-1 Heavy Support
    WS6 BS- S6 T6 W3 I2 A4 LD10 SV 5+/5+
    Monsterouns Creature, Must replace a Psyker to enter the battle. Rage, Furious Charge. Every turn roll a D6, if 1, the Daemons move towards the nearest FRIENDLY unit
    >> Anonymous 07/24/09(Fri)11:56 No.5246117
    >>5246098

    sounds gay
    >> Anonymous 07/24/09(Fri)11:58 No.5246134
    >>5246098
    >>5246117
    samefag
    >> Anonymous 07/24/09(Fri)12:17 No.5246276
    >>5246098
    I'd prefer if the Daemons are forced to stay attached to a squad and spend their turns getting into CC as quickly as possible, dragging their squad with them, and spamming psychic nukes and diverting perils into their own squad.

    Like, every turn, the daemon unit is forced to move toward an enemy unit until it reaches CC range, and then rolls a D6 every turn.

    Roll of 1, the daemon does nothing, 2-3 it attacks, 4-6, it spams psychic nukes.
    >> Anonymous 07/24/09(Fri)12:35 No.5246399
    bump



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