Hi, so this post is going to have info of the first version of the chaos cultist codex, I will be making this into a series of short posts with bits of the army list each time:
Marks:
Khorne: Gives the model +1 attack and +1 leadership but must always charge if possible.
Slaanesh: Gives the model +1 inititive and fleet of foot.
Nurgle: Gives the model +1 toughness.
Tzneetch: Gives the model a 6+ ward save, if the model already has a ward save it gives it +1 to it's ward save.
Army list:
HQ
Chosen of the gods: WS4 BS4 S3 T3 W3 A3 LD8 Sv4+
Equipment:
Hand weapon, las pistol, blessed robe (enchanted armour), frag and krak grenades.
Special rules:
Hidden leader: you do not have to reveal which unit this model is in if it starts the game in a unit, your opponent does not know he is in their until you reveal him you may do this whenever you like. While hidden he counts as a normal member of the unit he is in (use a normal model for that unit to represent him).
Options:
May take mark of Khorne for +20 points.
May take mark of Slaanesh for +10 points
May take mark of nurgle for +15 points
May take mark of Tzeench for +10 points.
May swap las pistol for the following:
daemonic bolt pistol..... +3 pts
plasma pistol........+15pts
May swap hand weapon for the following:
bolter..........+4 pts
flamer.......+15 pts
melta gun........+30pts
Plasma gun...........35pts
This is the first HQ more will come soon.
Showing posts with label Codex: Chaos cultists. Show all posts
Showing posts with label Codex: Chaos cultists. Show all posts
Friday, 20 March 2009
Codex: chaos cultists: Army list, the first of a new series.
These ludicrous thoughts were scrawled by
Gamers World
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9:50:00 am
Friday, 16 January 2009
Codex: Chaos Cultists: Army list.
These ludicrous thoughts were scrawled by
Gamers World
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8:07:00 am
So, I have now got my first incarnation of an army list:
HQ
Dark scion.
Cult Templar.
War dog (Battle Templar).
Cult chief.
Warp Seer.
Troops
Cultist squad .
Initiates mob.
Lesser summoned daemons.
Biker mob.
Elites
Cult chosen.
Destructors.
Rebels.
Hearaldic summoned daemons.
Heavy Support
Warp gun.
Gun Buggie
Spider weapon platforms.
Gray swords (multi purpose tanks).
Grey sythes (tank hunting infantry).
Fast attack
Jet bikers.
Oblviators.
Rush wagon.
Black hearts (assaulters.
Transports
Wagon.
Widower.
Heavy widower.
And thats it, I know there is a lot but I will get rid of some. I will tell you more about each unit at another time.
HQ
Dark scion.
Cult Templar.
War dog (Battle Templar).
Cult chief.
Warp Seer.
Troops
Cultist squad .
Initiates mob.
Lesser summoned daemons.
Biker mob.
Elites
Cult chosen.
Destructors.
Rebels.
Hearaldic summoned daemons.
Heavy Support
Warp gun.
Gun Buggie
Spider weapon platforms.
Gray swords (multi purpose tanks).
Grey sythes (tank hunting infantry).
Fast attack
Jet bikers.
Oblviators.
Rush wagon.
Black hearts (assaulters.
Transports
Wagon.
Widower.
Heavy widower.
And thats it, I know there is a lot but I will get rid of some. I will tell you more about each unit at another time.
Wednesday, 7 January 2009
Codex: Chaos cultists: Men update.
These ludicrous thoughts were scrawled by
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10:09:00 am
Hi guys, I have been mulling over the cultist codex and I have a new WIP unit entry for normal troop squads, the torturar has been removed for the moment. As a side not I have made good progress with my sallies and I am neally ready to post an update.
Cultist: 5pts BS3 WS3 S3 T3 W1 A1 I4 LD7.
Sergeant: 5pts BS3 WS3 S3 Ts W1 A1 I4 LD8
Squad: The unit numbers between 4 and 30 models + 1 sergeant.
Weapons: All cultists are armed with a daemonic lasgun, a daemonic las pisto and combat weapon, they may swap the pistol for a daemonic bolt pistol for +3pts and they may swap the lasgun for a daemonic bolter for +3pts. The sergeant may take weapons from 1 armoury. Each squad may include between 0 and 2 special from the following list: flamer for +4pts, melta-gun for plus 6pts or plasmagun for +8pts. Each squad may also take between 0-2 heavy weapons from the following list: Warp cutter sniper for +6 points, heavy bolter for +5 points Gattling blazer (the ork gun from the pics) for +10 points, multi-melta for +5 ponts, daemonic lascannon for +10 points or a daemonic plasma cannon for +10 points. Frag+Krak grenades.
They sold their souls: The unit may take 1 mark.
Cultist: 5pts BS3 WS3 S3 T3 W1 A1 I4 LD7.
Sergeant: 5pts BS3 WS3 S3 Ts W1 A1 I4 LD8
Squad: The unit numbers between 4 and 30 models + 1 sergeant.
Weapons: All cultists are armed with a daemonic lasgun, a daemonic las pisto and combat weapon, they may swap the pistol for a daemonic bolt pistol for +3pts and they may swap the lasgun for a daemonic bolter for +3pts. The sergeant may take weapons from 1 armoury. Each squad may include between 0 and 2 special from the following list: flamer for +4pts, melta-gun for plus 6pts or plasmagun for +8pts. Each squad may also take between 0-2 heavy weapons from the following list: Warp cutter sniper for +6 points, heavy bolter for +5 points Gattling blazer (the ork gun from the pics) for +10 points, multi-melta for +5 ponts, daemonic lascannon for +10 points or a daemonic plasma cannon for +10 points. Frag+Krak grenades.
They sold their souls: The unit may take 1 mark.
Monday, 1 December 2008
Codex: Chaos cultists: Pics.
These ludicrous thoughts were scrawled by
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11:21:00 am
Hi all, here are the pics from http://win-warhammer-40k.blogspot.com/ 's Adam Hunter, some of the wargear in these pics isn't legal because they will be incorporated in later rules.
This drawing is actually mine. He does not have a sheild it is just a bubble round his arm saying that it is a slaanesh upgrade. This is just a pic to show one incarnation of a chaos preacher with tabard. His chest is Khorne because their is an explosive charge in their so when he dies he will kill more. Blood for the blood god!!!!!!!!!!!!!!!!!!

This is the model for an independant character.
Codex: Chaos cultists: Deamons and more.
These ludicrous thoughts were scrawled by
Gamers World
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10:16:00 am
So, Jabberjabber is going to let me use his rules for daemons as summoned daemons, because these daemons are weaker than a normal daemon then it shows the cultist power is weaker than marines.
Adam Hunter will be providing images for the cultists.
Here is the first incarnation of the unit entry:
Cultist: 5pts BS3 WS3 S3 T3 W1 A1 I4 LD7.
Sergeant: 5pts BS3 WS3 S3 Ts W1 A1 I4 LD8
Squad: The unit numbers between 4 and 30 models + 1 sergeant.
Weapons: All cultists are armed with a daemonic lasgun, a daemonic las pisto and combat weapon, they may swap the pistol for a daemonic bolt pistol for +3pts and they may swap the lasgun for a daemonic bolter for +3pts. The sergeant may take weapons from 1 armoury. Each squad may include between 0 and 4 special from the following list: flamer for +4pts, melta-gun for plus 6pts or plasmagun for +8pts. Frag+Krak grenades.
They sold their souls: The unit must take at least 1 mark.
The unit may include 1 torturer instead of taking a sergeant, this is his profile: +35pts BS2 WS4 S3 T3 W2 A3 I5 LD8:
Weapons: mace on chain/big thing to hit with oblitorator, pain crown, frag+krak grenades.
Special rules: Lord of death, feal no pain ( the whole unit gets this), unique.
Lord of death: the torturer is a grim presence and any enemy unit within 12'' is -1 leadership.
Mace on chain: this strike at +2 strength and counts as a power weapon
Oblitorator: a power claw modeled as the fingers being the claws.
Pain crown: For any whole unit destroyed in a combat that the torturar took place in roll a D6, on the roll of a 6 the army gets In apoc this ability is ignored and the price becomes 30 pts instead of 35.
Unique: You may only have 1 torturar per army.
So what do you think, any sugestions are welcome as always.
Adam Hunter will be providing images for the cultists.
Here is the first incarnation of the unit entry:
Cultist: 5pts BS3 WS3 S3 T3 W1 A1 I4 LD7.
Sergeant: 5pts BS3 WS3 S3 Ts W1 A1 I4 LD8
Squad: The unit numbers between 4 and 30 models + 1 sergeant.
Weapons: All cultists are armed with a daemonic lasgun, a daemonic las pisto and combat weapon, they may swap the pistol for a daemonic bolt pistol for +3pts and they may swap the lasgun for a daemonic bolter for +3pts. The sergeant may take weapons from 1 armoury. Each squad may include between 0 and 4 special from the following list: flamer for +4pts, melta-gun for plus 6pts or plasmagun for +8pts. Frag+Krak grenades.
They sold their souls: The unit must take at least 1 mark.
The unit may include 1 torturer instead of taking a sergeant, this is his profile: +35pts BS2 WS4 S3 T3 W2 A3 I5 LD8:
Weapons: mace on chain/big thing to hit with oblitorator, pain crown, frag+krak grenades.
Special rules: Lord of death, feal no pain ( the whole unit gets this), unique.
Lord of death: the torturer is a grim presence and any enemy unit within 12'' is -1 leadership.
Mace on chain: this strike at +2 strength and counts as a power weapon
Oblitorator: a power claw modeled as the fingers being the claws.
Pain crown: For any whole unit destroyed in a combat that the torturar took place in roll a D6, on the roll of a 6 the army gets In apoc this ability is ignored and the price becomes 30 pts instead of 35.
Unique: You may only have 1 torturar per army.
So what do you think, any sugestions are welcome as always.
Sunday, 30 November 2008
Codex: Chaos cultists: Some Stats.
These ludicrous thoughts were scrawled by
Gamers World
at
7:12:00 am
Hi guys here is some more on the Cultists.
A Stat bar for a leader: BS4 WS4 S3 T3 I4 A2 W2 LD9. +40pts
Rules:
He may take weapons put of up two two armories (their is more than one for different gods).
Honored: he may take a bodyguard of between 2 and 9 cultists veterans.
Normal guys stats: BS3 WS3 S3 T3 I3 A1 W1 LD7. 5 points per model before adding on between 1-2 improvements.
Vets stat bar: BS3 WS3 T3 I3 A2 LD8. 6 points per model before adding between 1-2 improvements.
Up to one can become a spawn summoner for +10 points. Meaning the unit can take between 1-3 spawn at +20 points per model. These spawn count as part of the unit.
Sergeant: One model may become a sergeant if so then he may take equipment from 1 armory.
These are just drafts, I hope you like them.
A Stat bar for a leader: BS4 WS4 S3 T3 I4 A2 W2 LD9. +40pts
Rules:
He may take weapons put of up two two armories (their is more than one for different gods).
Honored: he may take a bodyguard of between 2 and 9 cultists veterans.
Normal guys stats: BS3 WS3 S3 T3 I3 A1 W1 LD7. 5 points per model before adding on between 1-2 improvements.
Vets stat bar: BS3 WS3 T3 I3 A2 LD8. 6 points per model before adding between 1-2 improvements.
Up to one can become a spawn summoner for +10 points. Meaning the unit can take between 1-3 spawn at +20 points per model. These spawn count as part of the unit.
Sergeant: One model may become a sergeant if so then he may take equipment from 1 armory.
These are just drafts, I hope you like them.
Saturday, 29 November 2008
Codex: Chaos cultists: The first steps.
These ludicrous thoughts were scrawled by
Gamers World
at
9:00:00 am
So, I have decided to make an unofficial codex, it is supposed to represent chaos worshipers who are not chaos space marines. Like Guard to space marines.
Stats would be simmaler to guardsmen but could then be enhanced by marks, here is a little idea:
Khorne: The squad may be equipped with combat weapons and pistols as standard equipment and gain the furious charge special rule. + 5 points per model.
Slannesh: The squad gains fleet, an extra close combat attack +1 initiative and Slannesh aura( if a unit is within 12 inches it must move towards the deamons and at the end of their movement phase gets pinned). + 9 points per model.
Tzneech: The unit gains a 5+ invulnerable save and the leader may use one of the following powers each turn:
Changer of ways: The unit always strikes first in the following turn.
Summoning: roll a D6 on a six a spawn apears using deep strike.
enhanced: all attacks made by the unit are +1 to hit.
= +7 points per model.
Nurgle: The unit is +1 toughness and in combat may forgo any normal attacks and make D3 automatic hitting S3 AP5 hits. +6 points per model.
Undivided 1: The unit is +2 leadership.+3 points per model.
Undivided 2: All models are +1 strength. +2 points per model
Undivided 3: Your sieze the initiative roll becomes a 5+. +4 points per model.
This is just the start. Some of the men may get more phycic abilities, I was thinking a base cost of 3 points per model but they must select between 1-2 powers.
This is the first profile for the daemonic lasgun: S3 AP- assault2.
Oh and each daemon squad must take a weak minds test at the start of each turn and on a six they count as pinned for that turn. If you have a special item I need to think of a name for in play this is ignored.
Post what you think. This is only a taster their will be more to come.
Stats would be simmaler to guardsmen but could then be enhanced by marks, here is a little idea:
Khorne: The squad may be equipped with combat weapons and pistols as standard equipment and gain the furious charge special rule. + 5 points per model.
Slannesh: The squad gains fleet, an extra close combat attack +1 initiative and Slannesh aura( if a unit is within 12 inches it must move towards the deamons and at the end of their movement phase gets pinned). + 9 points per model.
Tzneech: The unit gains a 5+ invulnerable save and the leader may use one of the following powers each turn:
Changer of ways: The unit always strikes first in the following turn.
Summoning: roll a D6 on a six a spawn apears using deep strike.
enhanced: all attacks made by the unit are +1 to hit.
= +7 points per model.
Nurgle: The unit is +1 toughness and in combat may forgo any normal attacks and make D3 automatic hitting S3 AP5 hits. +6 points per model.
Undivided 1: The unit is +2 leadership.+3 points per model.
Undivided 2: All models are +1 strength. +2 points per model
Undivided 3: Your sieze the initiative roll becomes a 5+. +4 points per model.
This is just the start. Some of the men may get more phycic abilities, I was thinking a base cost of 3 points per model but they must select between 1-2 powers.
This is the first profile for the daemonic lasgun: S3 AP- assault2.
Oh and each daemon squad must take a weak minds test at the start of each turn and on a six they count as pinned for that turn. If you have a special item I need to think of a name for in play this is ignored.
Post what you think. This is only a taster their will be more to come.
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