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View Full Version : If you had to make a Chaos Space Marine 'Decurion'



Latro_
25-06-2015, 18:57
Ok bit of a fun thread, if you were given the job of codex writer and assuming lets say all the units dont change (within reason e.g. say you can tri-squad preds like marines) what would you come up with as the Chaos Space marine big Decurion style formation along with the other formations that make it up?!

Marked_by_chaos
25-06-2015, 19:19
Personally I would love to see a detachment based around a current or former legion warband.

It would be something like:
1 lord
0-1 sorcerer or dark apostle
1 chosen
0-1 terminators
2+ chaos marines
1+ havocs

The special rule would be:
All models get veterans of the long war for free and the following rule:

Soldiers of a nightmare realm - these callous and seasoned veterans have encountered horrors that would drive even an adeptus astartes marine insane. As a result all models in the formation are fearless and cause fear.

Latro_
25-06-2015, 20:05
Here is mine:

Black Crusade Detachment:
1+ Legion of Spite
1-10 Other formations

All formations in this detachment gain hatred and cause fear to all armies of the imperium.
All characters may roll and extra D6 and pick the two highest for any rolls on the eye of the gods table. Furthermore D6 characters in this army may immidately roll on the eye of the gods table before the game starts (you may stack this roll onto on champion should you wish)

Legion of Spite:
1 Chaos Lord, Daemon Prince (or Abbaddon)
3-10 Units of Chaos Space Marines
0-3 Sorcerers, Dark Apostles or Warpsmiths
1-5 Units of Chosen/Chosen Terminators
0-3 Units of chaos Havocs
0-3 Units of chaos raptors or bikers

Every unit in this formation has the preferred enemy (Armies of the imperium) and may choose a free chaos mark (may choose any mark per unit)

Unholy Conclave
2-5 units of Khorne Berzerkers, Thousand Sons, Noise Marines or Plague Marines (any order)

Chose one of the following special rules:
Furious Charge, Preferred Enemy, Feel No Pain
All units in the Unholy Conclave have this rule, If they have this rule already there is no effect on that unit.

Flesh Cult
1 Dark Apostle
3-6 units of Chaos Cultists
0-3 units of Chaos Spawn

the dark apostle and D6 units in this formation may infiltrate, in addition if a cultist champion kills or is killed in a challenge that model is replaced with a chaos spawn on 1 wound

Daemon Forge
1-2 Warpsmiths
1-5 Forge Fiends, Maulerfiends, Helbrutes, Defilers, Heldrakes (any order)
1-3 Units of obilterators
1-3 Units of mutilators

All units in this formation add +1 to their invulnerable saves and the warpsmiths may add +1 to his repair roll

Lightning Terror
1-5 Units of Raptors or Warp Talons
1-5 Units of Chaos Bikers

All units in this formation may re-roll to wound on their hammer of wrath attacks, If 3 units from this formation are within 6" of each other those units gain the fear and shred specail rules

Path to Darkness
1-3 Daemon Princes
2-5 Units of possessed

If any of the possessed units are within 12" of 1 or more daemon princes they gain +1 WS, +1A, +1T

Veterans of the Long War
1-3 Units of chosen
1-3 Units of chosen terminators

All units in this formation are fearless, gain the veterans of the long war rule and may also take further marks. In addition to this once per game the entire formation may re-roll to wound/penetrate with all attacks both shooting and in close combat

Daemonic Gathering
3-5 Chaos sorcerers
0-1 Arhiman

All models in this formation know one random powers from the Malific Demonology table in addition to their normal powers. If all models are withing 12" of each other any failed powers cast on the malific demonology table may be re-rolled (including doubles)

Knifeparty
25-06-2015, 21:43
Black Legion: All units gain Crusader and Preferred Enemy: Armies of the Imperium. Terminators gain ObSec and automatically come in from reserves on turn 1 or 2 (you decide)
Requirements:
1 Chaos Lord, 1 Chaos Terminator Unit, 2 Chaos Marine Units

Word Bearers: All units gain Hatred: Ultramarines, Stubborn, Possessed gain ObSec, Sorcerer's using Daemonology do not suffer perils of the warp on doubles. Allied Daemons detachment may re-roll failed reserves rolls.
Requirements:
1 Dark Apostle, 1 Possessed Marine Unit, 2 Chaos Marine Units

Night Lords: All units gain Hatred: Dark Angels, Night Vision, Fear and Hit and Run. Raptors gain ObSec and you may re-roll for Night Fight at the beginning of the game.
Requirements:
1 Chaos Lord, 1 Unit of Raptors, 2 Units of Chaos Marines.

Iron Warriors: All units gain Hatred: Imperial Fists, Move through Cover: Ruins, Preferred Enemy: Enemy units in Ruins/Fortresses/Bastions. Havocs gain ObSec, Heavy Type Weapons are Twin-Linked.
Requirements:
1 Warpsmith, 1 unit of Havocs, 2 units of Chaos Marines.

Alpha Legion: All units gain Hatred: Raven Guard, and the Combat Squads special rule. Chaos Marines, Chosen and Cultists gain Infiltrate and Move Through Cover. Chosen gain ObSec.
Requirements:
1 Chaos Lord, 1 unit of Chosen, 1 Unit of Cultists, 1 Unit of Chaos Marines.

World Eaters: All units gain Furious Charge and Feel No Pain 6+. All units gain Weaponskill 5 if their Weaponskill is normally lower. All units that can take a Mark must take the Mark of Khorne, Daemon Engines gain Rage and Rampage. No Psychers may be taken in this detachment. Allied Daemons of Khorne do not scatter if deep striking within 6" of a unit with the mark of Khorne from this detachment. All units have access to Berzerker Weaponry.

Requirements:
1 Chaos Lord, 2 Units of Khorne Berzerkers.

Death Guard: All units gain Feel No Pain 4+ and fear. All units that can take a Mark must take the Mark of Nurgle, Daemon Engines gain Stealth and Defensive Grenades. Allied Daemons of Nurgle do not scatter if deep striking within 6" of a unit with the mark of Nurgle from this detachment. All units have access to Plague Marine Weaponry.

Requirements:
1 Chaos Lord, 2 Units of Plague Marines.

Emperors Children: All units gain the Crusader and Fleet Special Rules. All units that can take a Mark must take the Mark of Slaanesh, Daemon Engines gain +2 Initiative and Assault Grenades. Allied Daemons of Slaanesh do not scatter if deep striking within 6" of a unit with the mark of Slaanesh from this detachment. All units have access to Sonic Weaponry.

Requirements:
1 Chaos Lord, 2 Units of Noise Marines.

Thousand Sons: All units who aren't Psychers gain Fearless, Slow and Purposeful, Veterans of the Lost War and Aura of Dark Glory. All units that can take a Mark must take the Mark of Tzeentch, Daemon Engines gain Brotherhood of Psychers Level 2. All sorcerers successfully manifest warp charges on a 3+. Allied Daemons of Tzeentch do not scatter if deep striking within 6" of a unit with the mark of Tzeentch from this detachment. All units have access to Inferno Ammunition.

Requirements:
1 Chaos Sorcerer, 2 Units of Thousand Sons.

Apart from the requirements for the formations, all formations have an optional 2 HQ, 3 Elite, 6 Troops, 3 Fast Attack, 3 Heavy support choices.

gitburna
25-06-2015, 22:05
looking at Apocalypse (where a lot of these newer formations have come from in a previous existence)

the Legion Warband (i think?) is something to figure as the basic building block (being somewhat analogous to a demi company). Veterans of the long war is something so situational you could easily see it as being the freebie (so they'd have "free" hatred of armies of the imperium)

add-ons such as a terminator/chosen force, obliterator/mutilator cults, chaos psyker coven, scrofulous cannon fodder cultists, daemonic engines led by a warpsmith...

Beppo1234
25-06-2015, 23:48
CSMs should gain bonuses for being unbound! The more unbound, the more chaotic the army, the more bonuses

WarsmithGarathor94
26-06-2015, 13:00
What id like is 5 decurions 1 for undivided and 1 for each god. Bonuses could be
Undivided: gains stubborn and hatred armies of the imperium
Slaanesh: gains the dark princes grace.
The Dark Princes Grace: models with this special rule may run and shoot or shoot and run. From turn 2 onwards units with this special rule may charge but it counts as a disordered charge. In addition models in this detachment treat all.sonic weapons as assault weapons. In the case of salvo weapons they take the highest amount of shots.
Nurgle: gains blessing of the grandfather and cometh the reaper.
Blessing of the grandfather: models in this detachment gain +1 to their feel.no pain roll or if they do not have feel no pain they gain the feel no pain special rule.
Cometh the reaper: models in this detachment cause fear at -1 to the enemy units leadership in addition they gain objective secured.
Tzeench
Blessing of the changer
All psykers in this detachment may choose their psychic powers instead of rolling for them and do not have to take the compulsory power from the discipline of tzeench. In addition they gain +1 to all attempts to manifest psychic powers and deny the witch attempts even when they are not targetted. They also may re roll perils of the warp and leadership tests caused by perils.

Khorne i cannot think of one

mightymconeshot
26-06-2015, 14:48
I think choosing psychic powers and having a +1 to manifest them is way too strong. Unless you are limiting them to pryomance.

For the changers I believe it should be more like total the number of psychic mastery levels in your side, for every 3 you may reroll or force your opponent to rerool one die per game turn. You can not reroll a reroll and you can not reroll a die that is rolled outside the game such as Night Fight, Variable Turn Length, etc.

Any character may become a lvl. 1 psykers for 20 points. All independent characters can become lvl. 2 psykers for 45 points. Any natural psykers may take one higher mastery level to a max of 3 for +20 points. They must first choose a power of tzeentch but gain the primaries for both tables just as if they had rolled only on that table. This does not work if you choose 3 or more disciplines.

WarsmithGarathor94
26-06-2015, 17:16
I think choosing psychic powers and having a +1 to manifest them is way too strong. Unless you are limiting them to pryomance.

For the changers I believe it should be more like total the number of psychic mastery levels in your side, for every 3 you may reroll or force your opponent to rerool one die per game turn. You can not reroll a reroll and you can not reroll a die that is rolled outside the game such as Night Fight, Variable Turn Length, etc.

Any character may become a lvl. 1 psykers for 20 points. All independent characters can become lvl. 2 psykers for 45 points. Any natural psykers may take one higher mastery level to a max of 3 for +20 points. They must first choose a power of tzeentch but gain the primaries for both tables just as if they had rolled only on that table. This does not work if you choose 3 or more disciplines.

no it puts tzeench marines where they should be. More powerful psychic wise than over army but eldar. Quite frankly when playing mono tzeench i should be able to obliterate my opponent through the psychic phase

mightymconeshot
26-06-2015, 17:41
Except depending on the discipline all you would see is spamming of certain powers over others. What they should have is a way to represent the manipulation of fate and the battlefield.

votic
06-07-2015, 03:31
Here's what I think the chaos decurion should look like. (Might be OP in a couple spots, but there is a lot of mandatory expenditures and no free upgrades.)

Chaos "Decurion" Detachment


Chaos Warhost (Core)


1 Chaos Lord or Dark Apostle (May take Typhus, Kharn, Lucius, Fabius)
0-1 Hellbrute
0-1 Chosen/Terminator unit
2 Chaos Space Marine units
2 Cultist units
1 Havoc unit
1 Raptor or Bike unit
Command Benefit
If the Chaos Lord/Apostle is your warlord you can reroll failed look out sir rolls. Objective Secured. If the Chaos Lord/Apostle takes a mark of chaos all units in this formation must take the same mark or
take no mark.




0-3 Advisory Council


1 Daemon Prince (One per Core choice)


Warp Conclave
3-5 Sorcerer One may be Ahriman(One must be PsychM lvl 3 which will be the Warp Focus, others must be level 2 or lower)(Warp Focus can Harness on 3+ if within 12" of another
sorcerer in this formation, can lookout sir perils to another sorcerer in formation within 12")


Champion of Chaos
1 Chaos Lord (May take Abaddon, Typhus, Kharn, or Lucius)
1 Cult troop, Chosen or Chaos Terminator Squad
Chaos lord must take a mark of chaos and Cult squad must have a matching mark of chaos (Plague for Mark of Nurgle) or Chosen/Terminator squad must take the same mark of chaos.
Chaos lord rerolls failed look out sir rolls, Ignores spawnhood roll on the chaos boon table, Chaos Lord must begin game attached to squad chosen in this formation and cannot
leave until non-character models in this unit are removed as casualties.


1-10 Auxillary


Warpspawned Warmachines
1-3 Maulerfiends/Forgefiends
1 Defiler
1 Warpsmith
Gain Rage and Increases WS and Init to 4, One model can use the Warpsmith's BS once per round if within 6" of the warpsmith, if so the warpsmith cannot shoot this phase.


Sky Wing
3-5 Helldrakes
Gain twinlinked on shooting attacks. Can Reroll vector strike # of hits against flyers


Raider Spearhead
1 Landraider
1-3 Predator or Vindicator
Models in this formation join together to form a vehicle squadron. Gain Monster Hunter and Tank Hunter.


Hand of the Warlord
3-5 Chosen/Terminators
Fearless, Hatred (Armies of the Imperium)


Fanatics of Chaos
3-5 units of Cult Marines
Gain Prefered Enemy


Tech Cult
2 Units of Obliterators or Mutilators
Mutilators Can reroll failed saves during overwatch, Obliterators can shoot twice once per game.


Sleeper Cult
1 Dark Apostle
2-4 Cultist units
All models in this formation join together as 1 unit. Cultists in this formation gain furious charge and rage.

Warp Mad monstrosities
3-5 Hellbrutes
Deep Strike



Avatar of Slaughter
1 Khorne Lord of Skulls or Brass Scorpion of Khorne