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The Madman
10-30-2009, 10:24 AM
sorry if in wrong place
hey all i've been around for a bit on this site (mainly lurking) and i've noticed the amount of talk about how chaos players want their legion rules back. so i've gone and created a PDF for a 16 page Mini-dex which has rules for each legion (minus Black legion as they are vanilla marines) and posted up on my blog The Tianted Forge.

just follow the link HERE (http://thetaintedforge.blogspot.com/2009/10/first-post-first-codex.html)

though it only took a full two days (and quite a few litres of caffine) i've tried to make sure its balanced for both sides of the battle without any play testing.

if however any of you wish to help with this (and any future projects) to send me either a PM or email to the address in the PDF (page 15).

want a lot of C&C so that i can improve my work.

(also attached is a small preview of the codex cover)
http://i149.photobucket.com/albums/s73/Dala_karn/LegionsPreview.jpg

CURRENT PROGRESSION
VERSION 1.1
Pages - 28

List Progressions
Alpha legion... done
Iron Warriors... done
Night Lords...done
Word Bearers...done
World Eaters...done
Death Guard... done
Emperor's Children...done
Thousand Sons... concept
Daemons...Concept

added
Inside Back and Front Covers.
Page Background
Summery Page

looking to add
inside covers (front and back)
Fluff (rules come first)
fan art (PM if you want to help or know someone who can)
Modeling and conversion section (the 16 page colour section)

Current Legion Wargear and Units

Alpha Legion
Mark of the Hydra (wargear)
Cultists (Troops)

Iron Warriors
Servo Arm (wargear)
Warsmith (character upgrade)
Basilisk (Heavy Support)

Night Lords
Daemonic Visage (wargear)
Night Terror (character upgrade)
Furies (Fast Attack)

Word Bearers
Lesser Daemon Weapon (Wargear)
Dark Apostle (HQ)

World Eaters
Collar of Khorne (wargear)
Khornate Chainaxe (wargear)
Rage of Khorne (wargear)
Chain Glaive (wargear)
World Eater War lord (HQ)
World Eater Cult Terminators (ELites)
World Eater Devastators(Heavy Support)

Death Guard
Nurgling Infestation (upgrade)
Nurgle's Rot (upgrade)
Plague Blade (wargear)
Blight Grenades (wargear)
Pandemic Staff (wargear)
Death Guard Plague Lord (HQ)
Death Guard Cult Terminators (Elites)
Death Guard Plague Carrier Squad (Fast Attack)

Emperor's Children
Aura of Acquiescence (upgrade)
Combat Drugs (Wargear)
Warp Scream (upgrade)
Emperor's Children Pain lord (HQ)
Emperor's Children Cult Terminators (Elite)
Emperor's Children Jet Bikers (Fast attack)

Thousand Sons
Thousand Son Change Lord (HQ)
Thousand Son Rubric Terminators (Elites)
Sorceror Cabal (heavy Support)
Aspiring Sorceror (replacing Aspiring Champions)

Herald of Nurgle
10-30-2009, 11:25 AM
Nicely done, mate. I approve.

I myself have also been doing a bit of work on a Codex: Chaos Legions, but it's nowhere near finished. Here it is here: http://www.lounge.belloflostsouls.net/blog.php?b=80. I've attempted to do a full new version, and at the end of the project i'll have a 110 page book out of it...

The Madman
10-30-2009, 11:52 AM
thanks, for the comment and i checked yours out, and i see we went different ways. where i went for a mini-dex to quickly come up with some slight mods to the current codex, you went with a full blown codex. you wish you luck in your endevor.

i may make a full blown codex but i want to get the the projects out of the way first. :D

Herald of Nurgle
10-30-2009, 01:27 PM
Indeed. I have a few Chaos Codex projects up at the same time:
- Lost and the Damned is going through playtesting.
- A 'pure' Khorne force known as 'Zhufors Army of Rage' is being written up.
- This codex is getting a lengthly background, as well as an armory which makes it self contained.

A good part of the codex i've done is that, if people wanted, they COULD just buff up some of their current CSM force. Just add the Legion Tactics special rule, and you suddenly have something totally different.

Tomorrow, five of the legions take part in a 10,000 point Apocalypse match. The Legionnaires have little super heavy support, but they do have the power of their superior training and their surprise Skyrar support (Codex: SW). Ahriman, Typhus, Abaddon, and Bile are all taking part while Kharn and Lucius are surprisingly on the other side. Odd, but true.

L192837465
10-30-2009, 03:13 PM
I saw you wanted C&C, so here it is:

This is... to say it simply, a terrible attempt.

Things that stuck out:

Free stuff: Legion numbers should not grant free aspiring champions.
2: why is it fluffy or neat that the Iron Warriors get basilisks? Let them trade 2 elites for an extra heavy and be done with it.
3: berserker glaive: there is a reason they left this out of the new book. Terrible piece of equipment. Also, why can't Khorne take havocs? In past editions, they loved all warfare, but excelled at cc. it never said "they ignore everything including tanks and bullets until khorne said so". they will never be viable while that rule is in place.
4: why take marines in an Alpha Legion army? 90 cultists, 9 oblits, a cheap lord, and 15 havocs and you win.
5: the armour piercing rule for Iron Warriors was dumb when GW did it. lose it and say "a unit can take 2 special weapons when at 5 models instead of 10".
6: WHY THE BASILISK
7: Stealth Adepts? "...except those made by crossfire" is retarded. all the time or none of the time.
8: I can break Word Bearers right now: 1 cheap *** lord, 6x5 marines with no upgrades, 3x5 vets with no upgrades (these 9 units all have a champion) and 9 greater deamons.
9: Destroyer is dumb. why can WE take tanks with no penalties but can't take havocs with 4 flamers?
10: Talisman would be easier if you just said "subtract 1 from the die roll".
11: Infantry Dependant: Where is the cannon for this? From everything i've read, DG LOVED their rhinos.
12: Plague carrier is ubsurd. 3 cheap *** predators and 3 rhinos and violah' - your entire army is dead on turn 2, guard, orks, and tyrnids
13: The pandemic staff is AWEFUL.
14: I can't wait to see havoc squads with 4 doom sirens
15: Models with a lascannon can upgrade to an inferrior weapon for an ADDITIONAL 20 points!? WHAT A STEAL!
16: clarify the eye of tzeench: single failed save... when? per second? turn? game?
17: Chaos Undivided was covered in GWs priting. Remove the entire thing.
18: remove the psychic powers.


other than that, it's not bad.

The Madman
10-30-2009, 04:08 PM
to answer your questions (though from feedback on other forums stuff has changed)

Free stuff: Legion numbers should not grant free aspiring champions.
why not? they are limiting themselves to a specified number and may or may not recieve heavy weapons in their squads, i think a free 15 point reduction is fair when they may not get their heavy bolter or whatever they may want)

2: why is it fluffy or neat that the Iron Warriors get basilisks? Let them trade 2 elites for an extra heavy and be done with it.
Iron Warriors are siege specialists known to savlage basilisks from the battle field to fuel their artillary division also many iron warrior player owned a basilisk for this purpose until the current codex release.

3: berserker glaive: there is a reason they left this out of the new book. Terrible piece of equipment.
has been altered

Also, why can't Khorne take havocs? In past editions, they loved all warfare, but excelled at cc. it never said "they ignore everything including tanks and bullets until khorne said so". they will never be viable while that rule is in place.
in the previous codex Havocs were not allowed in a world eater army.

4: why take marines in an Alpha Legion army? 90 cultists, 9 oblits, a cheap lord, and 15 havocs and you win.
this has been changed

5: the armour piercing rule for Iron Warriors was dumb when GW did it. lose it and say "a unit can take 2 special weapons when at 5 models instead of 10".
will look into it, though with the new planet strike it could give iron warriors an edge (afterall it is their prefered battlefield)

6: WHY THE BASILISK
explained above

7: Stealth Adepts? "...except those made by crossfire" is retarded. all the time or none of the time.
been changed to the stealth rule.

8: I can break Word Bearers right now: 1 cheap *** lord, 6x5 marines with no upgrades, 3x5 vets with no upgrades (these 9 units all have a champion) and 9 greater deamons.
ok word bearers were incredibly broken, its now fixed.

9: Destroyer is dumb. why can WE take tanks with no penalties but can't take havocs with 4 flamers?
due to demand only the cult units are restricted so khorne and such have gained their havocs, bikers and raptors back.

10: Talisman would be easier if you just said "subtract 1 from the die roll".
people have found the talisman balanced as it is and may not be changed.

11: Infantry Dependant: Where is the cannon for this? From everything i've read, DG LOVED their rhinos.
it was in the previous chaos marine codex codex, but people seem to dislike it now

12: Plague carrier is ubsurd. 3 cheap *** predators and 3 rhinos and violah' - your entire army is dead on turn 2, guard, orks, and tyrnids
has been toned down (wounds on a 6+)

13: The pandemic staff is AWEFUL.
has been altered somewhat by feedback (poinsoned (4+) close combat weapon, only ignores cover saves)

14: I can't wait to see havoc squads with 4 doom sirens
never states havocs can take them.

15: Models with a lascannon can upgrade to an inferrior weapon for an ADDITIONAL 20 points!? WHAT A STEAL!
can't see the blast master as an inferior weapon if you said havocs would take them in mass.

16: clarify the eye of tzeench: single failed save... when? per second? turn? game?
turn however, the rules may change in the next version

17: Chaos Undivided was covered in GWs priting. Remove the entire thing.
poeple like the extra upgrades and have only been altered. also 20 for the lascannon and 20+ for the blast master upgrade makes it 40 (like the noise marine upgrade).

18: remove the psychic powers.
have done, odd people want less of them.

hope that helps. as i have said this is all work in progress (just laid out nicely so people can understand it better) and so far only two days of work has been put in it, so don't expect it to be perfect on the first try.

also YAY a 164 downloads :D

Melissia
10-30-2009, 06:20 PM
Normally I'd just look at this thread and get bored and leave, but this kinda irks the crap out of me.


in the previous codex Havocs were not allowed in a world eater army.So what? It's not like the previous codex was handed to us unworthy mere mortals on fething slabs of stone. You made other changes, why not this one'? Come up with an actual REASON rather than just being boring and saying "cause that's how it was back then".

The Madman
10-30-2009, 07:07 PM
Normally I'd just look at this thread and get bored and leave, but this kinda irks the crap out of me.

So what? It's not like the previous codex was handed to us unworthy mere mortals on fething slabs of stone. You made other changes, why not this one'? Come up with an actual REASON rather than just being boring and saying "cause that's how it was back then".
alright then.

world eaters is a primarly a close combat force, who rarely used any weapon they can't run with and live by close combat. they were known to be powerful close quaters fighters and would rush striaght forward towards whatever needed killing. the majority became berserkers and very few (if any) aren't. also with the rules you'll find since every unit has the mark of khorne, theres a chance they'll have the rage special rule, this means havoc squads will not be able to use their heavy weapons on some turn and thus are unreliable, so i thought "why would people bother with havocs if they can only take special weapons as they can't fire heavy ones? they might as well take chosen and get 5 instead of just 4."

however people wanted their havocs so they do (along with Raptors).

also they only have tanks so they have equal footing with other tanks. they may be berserkers but their not stupid.

Archon
10-31-2009, 07:06 AM
I looked quickly over the pages of your pdf. Without going into detail - i noticed most of the rules are simply extracted from the old codex. I´ve expected more modern style rules-sets in the style of the new dexes like SM, SW, Ork, etc.

Why make such things as the varint of the old warpscreem (my troops loosing their advantage, when my opponent succeed his LD-Test?) - give the current I+1. Why not make the blastmaster cheaper? One of the reasons this thing isn´t on the field today is it horrible price! Why EC can´t take Raptors? The Needle was rareley uesed in the old dex - it is a useless item - no one will take it. Where are the combat-drugs?

Col.Gravis
10-31-2009, 07:29 AM
I've only lanced over it so far, but I personally think it's a good start.

As too the 'cult' list's getting access too certain troop types, a specific example being World Eaters Havocs personally I'd stick to your guns and leave them out, the older background material may have Khorne as a lord of battle, not just getting stuck in in close combat, but more recently it's become much more focused around that, further as far as I can tell this is about the Legions in the 'present' 40k universe, in the past just following the Heresy sure there is every reason for them to have them, currently I see no reason they should be there - and if you do want to take the likes of World Easters Havocs you can use the BoLS Heresy Campaign rules or the core Chaos Codex.

If something is for background reasons do it how you see fit, not because some people just want all the toys.

sirrouga
11-01-2009, 06:57 AM
Reading over the mini-dex I like quite a few of the concepts. Most of the items and abilities being pulled from actual resources is a nice touch and gives a reference point on why its there, some people may complain but going back to the original source on how that legion operated is a good way to start. However many of the abilities need to be updated to the current edition to provide a more balanced game (for both sides). Some abilities were too weak while others were incredibly strong.

Let me go down a quick list of some things that stick out to me...

Alpha Legion
I like your setup with these guys except the fact that you are required to take the more expensive troops at the same cost as Chosen. I say make this an optional upgrade so you don't end up wasting points for not outflanking with chaos marines with a rhino.

Iron Warriors
Update the Basilisk to the current IG version (Smaller min range) and correct the armor typos. I know in the older Iron Warriors you could "give up" 2 fast attack slots to gain an extra Heavy Support but 9 oblits are bad enough I rather not see 12 of them! Maybe if there was a limit on what you could take in that situation it would be alright. I like the rest of their stuff you have for them through so great there.

Night Lords
Almost perfect, I'm surprised they don't have Night Vision standard and you already said you fixed the way their cover bonus works. One thing I would be wary about is giving raptor troops Hit and Run, giving a scoring unit a way to escape close combat can be extremely powerful if used right and maybe you should only allow Raptors taken as fast attack choices to have this ability.

Word Bearers
My only issue was already bought up by an other poster and you said you have taken care of it already. So they're great so moving on!

World Eaters
Raptors being added is a good call but personal I don't think Havocs (or Oblits for that matter) belong in a World Eater's army. Its all about ripping apart the enemy and not caring about those silly things called "tactics" or "strategy". The rest of the upgrades listed make up much of the lost of these units. World Eaters are supposed to be close combat monsters, keep them that way. :P

Death Guard
You already taken care of the Plague Carrier so that takes out my biggest issue. About the Rhinos, in the older codex they were allowed to have two rhinos included in their troop choices and then the rest counted as fast attack. However other sources since then removed that rule so it can vary. Troops having no access to rhinos is a problem in 5th edition. However, you can also be cheap and keep them as fast choices but have them still count as scoring units (Similar to how Sternguard Vets are scoring units for Crimson Fists). Random thinking there so feel free to count that pointless rabble :P

Emperor's Children
The main problem with these guys is their over priced guns, but they were always badly priced so I don't really hold it on you there. However Doom Sirens are more priced towards Meltas or even plasma guns depending on which source you use, being the same price as a flamer is a little iffy. Also BlastMasters were the same cost a Lascannon (or just slighty higher). I would also remove warp scream ability as you are already I5 and having to do leadership test all the time for no reason just slows things down for no real reason. Like others have said, add the raptors back in.

Thousand Sons
Issue taken care of already. They look good to me!

Chaos Undivided and Minor Psychic Powers
I get the point that you want to add some of this stuff just because however it doesn't really fit into the whole concept of your mini-dex. Plus these may mistakenly open up more cans of worms that what might not be intended, I would put these on hold for time being or have restrictions to only certain legions can take them.

Suggestions
While Minor Psychic Powers aren't part of the game any more, some of them may be fine to make into full fledged psychic powers you could add into the various legions. Giving them more than just one special psychic power per chaos god. An other thing I think you can possibly go into is a way to make possessed more unique to each of the 4 pure legions as a World Eater's Possessed should be greatly different than those of the Emperor's Children.

Overall I like what you have and you get most of your points across. There is a bit of picking and balancing to do but thats always the case. Keep in mind there will ALWAYS be arguing over what is "fluffy" and chapter X should have access to everything possible with no drawbacks. Its obvious that you loved the old codex and want to "update" it to fit into the 5th edition world and its coming along very well, so don't let people "force" you to change the fluff so you can make them happy. I can't wait for you to release the next version and keep up the good work.

The Madman
11-01-2009, 10:00 AM
Thanks for all the comments (both positive and negative) this has help refine my rule writing. Many changes to the book, some slight others reworded and a few completely re-written. The undivided cult units (raptors and obliterators) will be restricted to some but not other as they left their legions and formed their own war bands, though they do favour some legions over others (Raptors <3 night lords, obliterators <3 Iron Warriors.

This is why I want to make this right and stay true to the fluff, chaos has always been a faction at war with not only other like the Imperium but itself as well and its why I want to add hostility back to the legions. In the matter of the current rules, several GW staff involved in its creation has said that it was aimed more towards renegade chapters and why chaos has become more united.

On the note of lack of background info I will say fluff will come into this book. But not before the rules done to a good extent (to slight hiccups and typos) as the rules really come first in a fan book. In other projects that may involve a new army or reinventing a new one the fluff would come first as it defines the army.

So please give more comments and suggestions in how to improve the book. Giving just negatives won’t make the situation any better.

Version 1.1 is under construction and will be available at a later time.

also @ sirrouga
actually apart from the error with the armour value the basilisk has been copied from the IG book just without the squadron rules or IG vehicle upgrades. the earthshaker is the same as the current :D

Melissia
11-01-2009, 10:22 AM
See, that's a much better reason. I'm perfectly fine with that, I just don't like it when people say "that's the way it's always been done so that's how it should be now."

Denzark
11-01-2009, 10:28 AM
alright then.

world eaters is a primarly a close combat force, who rarely used any weapon they can't run with and live by close combat. they were known to be powerful close quaters fighters and would rush striaght forward towards whatever needed killing. the majority became berserkers and very few (if any) aren't. also with the rules you'll find since every unit has the mark of khorne, theres a chance they'll have the rage special rule, this means havoc squads will not be able to use their heavy weapons on some turn and thus are unreliable, so i thought "why would people bother with havocs if they can only take special weapons as they can't fire heavy ones? they might as well take chosen and get 5 instead of just 4."

however people wanted their havocs so they do (along with Raptors).

also they only have tanks so they have equal footing with other tanks. they may be berserkers but their not stupid.

OK Madman.

I like what you are trying to do. People obviously forget the previous codex, with basilisks, free aspiring champs if your squad matches the Gods number etc. Much of your point by point answers should just say 'lifted from 4th ed codex.'

However, don't forget for true canonical fluff, consult Slaves to Darkness:

"As the teeth of the World Eaters, Devastator Squads (read Havoc) rarely limit themselves to providing tactical support. They are often found in the thick of any fight, taking blood with as much abandon as thier comrades in arms,"

Translation - Milord Khorne cares not from whence the skulls come, he is a god of killing not hand to hand, so havocs, vindicators etc are all good. hell he even allowed librarians who had lost their psychic powers and were tasked with keeping tally of the number of kills.

Quite frankly, I hope all your answers in red aren't adaptions just in resposne to the next great comment from soemone - you can only do so much chop and change, one man's broken is another man's Hestan after all.

All I would say apart from that is if more than 50% of your content is a straight lift from 4th ed codex you might as well save the effort and use this.

Cheers

The Madman
11-01-2009, 11:02 AM
alright i was running this rule through my head and wrote it out. now i know people don't like restrictions but i say this fits the armies really well.

Raptor and Obliterator cults:
Because of varying views to one another the Raptor and Obliterator cults rarely seen eye to eye with the traitor legions either from tactical disputes to outright single-mindedness. Because of this both chaos raptors and obliterator squads are restricted to 0-1 per force unless this clashes with a Legion special rule.

this means that each legion will get their raptors and obliterators however they will only be allowed 1 squad of each unit. however Night lords and Iron warriors will be able to lift the restrictions to Raptors and Obliterators respectivly, as the cults can relate to them.

so then what do people think?

sirrouga
11-01-2009, 03:18 PM
A limit on Raptors and Oblits coming straight out of the 4th edition codex can be alright as long as the army has someone to "fill in" for their role. While I can't say much on Raptors (8 Chaos Marine players in my area and not a SINGLE raptor model!), oblits are taken in mass due to all the roles they can fill. So just be careful that the different legions can still fill those roles in their own way, especially in 5th edition where mech is practically standard. The limit was alright in 4th edition, just make sure it doesn't mess up 5th edition. :P

Side Note: What in the world was I looking at for the earthshaker cannon?!?

The Madman
11-01-2009, 05:22 PM
Slight update, i've re-worked the first of the four legions (the undivided ones) and from poeple suggestions i think i might of got them just right. the cult ones however are proving a little more tricky. not quite sure on how to incorperate the thousand sons into other units with out a page long discussion about it. got some ideas for death gaurd and emperors children and world eaters i'm working out the kinks.

going to add a daemons section instead of giving marks to lesser and greater and really inventing some of my own (not as good as the daemons of chaos equivlents, but still useful).

Xas
11-01-2009, 06:22 PM
every thought about making rules for an obliterator cult?

ya know for those times when they do not act as mercs for toher legions but come to fight in force :)

(this could be either completely broken or extremely funny!)

The Madman
03-17-2010, 08:41 AM
Been a while but I’ve been working on this for some time. Presentation has been upped and a bit of fluff added. For the legions I’ve decided to split them into two sections "undivided Legions" and "Cult Legions".

Undivided legions will be Alpha legion, Iron Warriors, Night Lords and Word bearers and will be have the following features
- Legion Specific rules
- A new Unit fitting the theme of the legion
- a few wargear items for each Legion

Cult Legions will be World Eaters, Death Guard, Thousand Sons and Emperor's Children and will have the following features
- Legion Specific rules
- New Units fitting the theme of the legion
- New wargear items for each Legion

Cult legions will sport a larger choice each as they are more unique then the undivided legions from different standard weapons to entire unit additions and removals.

Also I’ve removed the restriction on the Raptor and Obliterator cults.
The cult legions are still being worked through but I hope that version 1.1 makes progress in the right direction for the chaos and 40K community.

In addition I require a new front cover for the mini-dex which isn’t official GW art, so any artists out there who want an excuse draw some chaos marines here you go :D

The requirement:
- A4 sized with room for the cover text, don’t want the evil chaos lords face blocked by large, bold letters.
- be one or more of the eight legions featured
- in colour

also if I do by chance get multiple submissions for the front cover I’ll put them up in a poll the winner will be on the front cover the others will be dotted throughout the pages to make it look prettyful :D

Grimgore
03-17-2010, 12:55 PM
I like where this is going, I'm going to print it out... read it through, make some notes and email you at some point. If this keeps looking up i'll link it from my own blog.

Thanks and keep up the good work,

Grim

The Madman
03-17-2010, 03:00 PM
i wouldn't print it out, theres a lot of problems with the current release but the next one has a lot of fixes, but i'll look forward to input.
also i've thought of an interesting unit that could replace the Havocs for World eaters. heres what i've got.

KHORNE REAPERS
Khorne Reapers stalk the battlefield with their bladed reaper autocannons making short work of infantry and vehicles alike. Unlike most worshippers of Khorne, Reapers enjoy combat at range as much as in close combat. The thundering roar of the autocannon and the death it makes please their god greatly.

Pts/Model WS BS S T W I A LD SV
Khorne Reaper 35 4 4 4 4 3 4 3 10 3+
Unit Type:
• Infantry

Number/Squad:
• 3 - 8

Wargear:
• Power armour
• Reaper Autocannon
• Frag Grenades
• Krak Grenades Special Rules:
• Relentless
• Icon of Khorne (bonus included in profile)

Options:
May take melta bombs for 5pts per model

what is people's opinion on this?

C&C welcome

gcsmith
03-17-2010, 03:09 PM
um 1, it aint the worshipers who hate ranged per se, its khorne himself. he thinks its cowadly

The Madman
03-17-2010, 03:31 PM
um 1, it aint the worshipers who hate ranged per se, its khorne himself. he thinks its cowadly

this is kinda the problem , fans seem to be split between this. got one group who says he doesn't give a s*** and then another who says he does. psykers we all know he hates but ranged seems to be up in the air.

EDIT: though i may keep the name and assaign them as an close combat unit for heavy support. tank hunters specificly

DarkLink
03-21-2010, 07:21 PM
he thinks its cowadly

It's not even that. Khorne hates psykers, but otherwise could care less about how the blood flows. It's just his emphasis on martial skill tends to attract brawlers more than shooters. I could see a special type of khorne devestator squad that had some sort of special rule, maybe allowing them to shoot twice at a BS penalty, or giving them Rage and Relentless so they have to charge forward but fire while doing so. The Khornate Reapers you posted look like a good start.


Something I would suggest is to increase the number of daemonic engines. Defilers can be the generic daemon engine, but I'd add one or two god-specific ones per god. Forgeworld's got a few nurgle ones already, so a tzeentch and slannesh one would also be in order.

DarkLink
03-21-2010, 08:59 PM
Gave the list a look over, and I like the general layout. Here are my thoughts:

Alpha legion:
Looks good, but there's one little thing I'd change. Well, two, actually. Remove infiltrate from cultists. Let them take Chimeras

Removing infiltrate is just a matter of how I see the army working. The Legion gets up a nice horde of cultists to charge at the enemy, summoning daemons, while the Marines themselves are the ones who sneak around taking advantage of the confusion caused by the cultists.

Giving them Chimeras is just an extra option that could be used to represent traitor guard cultists.



Iron Warriors

Special rules look good. I’d add an option for certain units to get tank hunters for a price boost. I also think the image of a Warsmith with a Thunder Hammer would be pretty cool.



Night Lords

I like the special rules for this. I would, however, change the hit and run options for Raptors to this; Raptors taken as Fast Attack choices gain Hit and Run for free. Raptors may be taken as Troops, but loose Hit and Run.

That makes it a real choice between using Raptors as troops or taking them as fast attack choices. And I kinda thought that limiting them to 10 models for troops was a slightly silly artificial restriction.


Word Bearers

I fully agree with the options to give daemons god-specific modifications while avoiding simply copying and pasting from Codex Daemons. With the removal of the possibility of multiple Greater Daemons, everything looks good here.

Cults
I’d remove the free champion for having the favored number, as I think that creates an artificial limitation on the flexibility of list-building, but keep the +1 to Daemon reserves. Actually, make it a plus or minus 1 to reserves.

Secondly, granting an option for cult Terminators, Lords, Sorcerers and Daemon Princes is a must. I want a lord with Furious Charge and WS 7 in my berserker army. I want WS 5, Furious Charge Terminators. This is the biggest single thing that I saw that the cult Legions lack. Add this upgrade option for the appropriate cost (6pts/ model for the Mark of Khorne to grant +1 A, +1 WS and Furious Charge, and 30 or so points for Daemon Princes and Lords, for example).

World eaters

Looks good. Keep Havocs in. Definitely keep them in. But give them a special upgrade to make them more Khorne-y. Maybe “Bloodlust: The unit will aggressively engage their enemies from range, closing in steadily while firing relentlessly with their heavy weapons. The unit gains the Rage and Slow and Purposeful USRs.”
Secondly, while simple Rage is fluffy, it can also be a big disadvantage when you roll that 1 at the wrong time. I’d modify bloodlust to the following: “On a roll of a 1, the unit gains both the Rage and Fleet USRs.” This give the unit a nice advantage to balance the disadvantage, while not being overpowered and still being fluffy.


Death Guard

First off, all Bolters have pistol grips. I’ve never seen a bolter that doesn’t.
Related to this is the fact that I don’t really see a need to give them True Grit. There’s no real need to include this rule, as everything already has Bolter, Bolt Pistol and CCW anyways. I’d just drop it.

I’d make the Nurgling Infestation I 1 personally, but otherwise I like the upgrades. Nurgle’s rot is really, really good for really cheap, though, wounding anything within 6” on a 4+ for only 20pts. Take two lords in Land Raiders, and watch as they kill an entire ork horde in 2-3 turns without doing anything but drive around. Same thing with Plague Carrier. Way too good for way too cheap against most armies.



Emperor’s Children

Replacing a flamer with a Doom Siren shouldn’t be free.

Aura of Acquiescence doesn’t really make sense. It looks like a disadvantage to me. I don’t see any reason to take it at all.

Needle of Desire is confusingly worded. I’m not really sure exactly how it works. I think it should just be changed to simply being a weapon that inflicts instant death. I could see a servo-harness type weapons that gives the bearer one extra attack that wounds on a 4+ and inflicts instant death, at I 1.




Thousand Sons
Looks pretty good here.



Minor Psychic Powers:
I’d remove all the special rules for this, and simply make this a list of god-specific powers and add these to a list of powers that Sorcerers can take. Much simpler and streamlined.

The Madman
05-08-2010, 04:28 AM
thanks for the replies, the codex is still in the works and the Non-cult legions are pretty much done. the cult legions are currently being written. and the Korne Reapers have been altered somewhat. update will be soon.

The Madman
05-08-2010, 06:55 AM
Aura of Acquiescence doesn’t really make sense. It looks like a disadvantage to me. I don’t see any reason to take it at all.

Its the ability to give an enemy unit fearless when in close combat with a lord with that gift, its more of a tactical gift as you can hold a enemy unit in combat until one side is destroyed. this can work as a double edged sword.

E.G ten guardsmen in a squad engage your lord you kill enough of them to take - 2 on their leadership but becuase of Aura of Acquiescence the unit doesn't take a leadership test but takes an addtional 2 wounds.

EDIT: added a progression status on the first post.

Sitnam
05-20-2010, 12:14 AM
i seem to be having trouble downloadin the document. broken link?

The Madman
01-08-2011, 02:05 PM
I going over the rules again to after as i've had some motivation thrown at me (no idea where it came from) so hopefully i will get V2.0 soon.