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Thread: fluffy CSM

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    Veteran-Sergeant
    Join Date
    Nov 2009
    Location
    England
    Posts
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    Default fluffy CSM

    I know its a bit of an oxymoron according to GW but...

    So I was reading the 4th Chaos codex, and comparing it to the first, and thought how little GW could've done to the current 'dex to make a lot more better, so I thought I might have a go.
    The rules below are NOT official by any means, but just me making up some stuff, I haven't playtested them yet, comments would be appreciated if you can be bothered to read it all.
    Note-it turned out longer than I thought it would, I tried to space it out to make it easier to read
    [edit] not sure if this in the right place or not.

    Veteran Abilities:
    Each of the following may purchase up to the amount of veteran abilities in brackets;
    chaos space marines(2);Chaos terminators(3) ;Chaos Lord(3) ;Chaos Chosen (3);Sorceror (2) ;Chaos Raptors (2) ;Chaos bikers(2) ;Chaos Havocs(2).

    Acute Senses 10 pts
    Feal No pain 30 pts
    Fearless 20pts
    Furious Charge 30pts
    Infiltrate 15pts
    Move through cover 10pts
    Slow and purposeful 10pts
    Stealth 10pts
    Tank Hunters 15pts

    Daemon weapons
    daemon weapons are power weapons with extra affects listed in the entry, at the end of every player turn they are used the user must pass a successful Ld test ot suffer a wound with no saves of any kind allowed.

    Book of Khorne
    mark of khorne 30pts/10pts for Character
    +1 attack, rage special rule

    Each independent character/aspiring champion with the mark of khorne may take:

    Axe of Khorne 20pts
    Rolls to hit of a 6 will generate another attack
    Blessing of Khorne 20pts
    Psychic powers directed on the model's unit will be ignored on a 2+
    Bloodfeeder 40pts
    Daemon weapon, 2D6 attacks
    Flesh Tearer 25pts
    daemon weapon, gives 1 extra attack for every unsaved wound caused last turn
    Hell Blade 20pts
    power weapon +1 strength

    In addition each aspiring champion may take a warshout, warshouts are tested in the start of the shooting phase, the unit takes a Ld test on the majority Ld of the squad, on a fail nothing happens, on a pass the following effect occurs for one full game turn:

    "Blood for the Blood God" 20pts
    The unit gets +d3 attacks for charging instead of the normal 1
    "Skulls for the skull throne" 15pts
    The unit gets the rending rule
    "Kill, Maim, Burn" 15pts
    The unit gains fleet

    Note- not sure about warshouts, thought they were a cool idea, but writing them up, hmm...

    Book of Tzeentch
    Mark of tzeentch 40pts/25pts
    -the unit/model gains a 5+ inv. . if they don't have one or +1 to their inv
    -the aspiring champion and chaos Lords are also allowed to take one psychic power
    -sorcerors may attempt to pass two psychic tests in one game turn.
    -The bolters/bolt pistols etc are ap3 instead of the normal ap5
    Each independent character/aspiring champion with the mark of tzeentch may take:

    Death screamer 25pts
    daemon weapon;
    rng:24", Str:4, Ap:3 Assault D6
    Kai Gun 25 pts
    Daemon weapon;
    rng:template, Str:3, Ap:2 Assault 1
    Pendant of tzeentch 20pts
    enemies casting psychic powers are -1Ld on the psychic test, multiple pendents are cumulative
    Ruptured Standard 20pts
    Once per game one unit withing 12" takes 2D6 str5 ap3 Hits, roll to wound as normal.
    Third eye of tzeentch 20pts
    If the model suffers a perils of the warp attack, then one enemy IC within line of sight will be affected instead on a 3+ (this doesn't have to be a psyker)

    Psychic powers of tzeentch

    Bolt of change 25pts
    rng:24", str: 8, Ap: 1, Assault 1
    psychic shooting attack
    Boon of chaos 30pts
    one unit within 12" loses all of its weapons (apart from a single CCW) for a single close-combat turn.
    start of assault phase.
    Flickering fire of tzeentch 20pts
    rng:18", str: D6+1, AP: D6, Assault D6+1
    psychic shooting attack
    Transmorphing Gaze 25pts
    one enemy unit's Ld within 12" is reduced by 2 for a whole game turn
    psychic shooting attack
    Rise to ascension 20pts
    one friendly unit within 12" gains stubborn and preffered enemy for one game turn.
    start of players turn.

    Book of Slaanesh

    Mark of Slaanesh 20pts/5pts
    gains +1 I, gains access to sonic weaponry as C:CSM

    Each independent character/aspiring champion with the mark of slaanesh may take:
    Blissgiver 25pts
    daemon weapon
    causes instant death
    Combat Drugs 20pts
    rolls a D6 for every effect below, any doubles cause a wound no armour saves allowed, abilities last for one CC phase only
    -+1 attack
    -+1 WS
    -+1 strength
    -feel no pain
    Rapturous Standard 25pts
    enemy units in close combat with any unit with this standard count as I1 unless they can pass a Ld test at -1 for every standard within 12"
    Shrieking blade 30pts
    daemon weapon
    The enemy unit must take a Ld test at the start of every combat or be WS1 for the that combat turn.
    Warp Amp 20pts
    The sonic weaponry in the same unit may re-roll failed wounds

    Psychic powers of Slaanesh

    Aura of aquiescence 20pts
    One enemy unit within 12" counts as having rage for the entire enemy player's turn
    casted at start of enemy's turn
    Beam of slaanesh 20pts
    one unit within 30" counts as moving even if it hasn't when firing its weapons.
    must be within line of sight, tested at start of opponent's shooting phase.
    Lash of submission 25pts
    one unit within 18" moves 2D6" in player's chosen direction
    Scream of slaanesh 25pts
    every enemy unit within 12" is at -2 Ld for a whole game turn
    She who thirsts 35pts
    every psyker or enemy model within 6" (apart from the caster) has to take a toughness test or lose a wound with no saves of any kind allowed, in addition they can't move, shoot or assault next player turn.
    tested at start of movement phase.

    Book of Nurgle
    Mark of nurgle 50pts/20pts
    gains +1 toughness as biker toughness, unit gains blight (defensive) grenades

    Each independent character/aspiring champion with the mark of nurgle may take:
    Armour of filth 20pts
    every enemy model in base contact must take an I test or fight at I1
    Parasitic Totem 25pts
    Once per game every enemy unit within 12" takes a str6, ap 2 hit, roll to wound against their I instead of T
    Pandemic Staff 25pts
    daemon weapon
    in shooting phase instead of firing one enemy unit within 12" takes 2D6 str3 hits
    Plaguebringer 30pts
    daemon weapon
    user gains poisoned attacks(2+)
    Plaguesword 10pts
    ccw, user gains poisoned attacks (4+), enemies wounded reduce their T by 1.

    Psychic powers of Nurgle

    Aura of decay 15pts
    every enemy model within 2" has their attacks reduced by 1 (to a minimum of 1) for the CC phase
    tested at start of assault phase.
    Father Nurgle's Affliction 30pts
    One enemy unit within 12" rolls D6 toughness tests or takes a wound with no armour saves allowed for every failed test
    psychic shooting attack.
    nurgle's rot 15pts
    all enemy models within 6" take a str3 ap- hit
    psychic shooting attack
    Plague swarm 15pts
    All shooting attacks directed to the caster and the unit they have joined use the night fighting rules and vice-versa.
    tested at start of either player's shooting phase
    Rot glorious rot 40pts
    one enemy unit within 24" has to re-roll successful to-hit and to-wound rolls for the player's turn.
    casted at the start of either player's turn.



    Well thats all I think, comments and criticisms are welcome, I got some ideas for summoned daemons but haven't written them up yet.
    Last edited by mstingray; 08-06-2010 at 02:35 PM. Reason: not sure if this in the right place or not.

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