Monday, February 1, 2010

Soul Reapers Mini-dex V-3 Update



Ok guys later than I had planned here is the 3rd update to the Soul Reapers mini-dex.

The Soul Reapers Mini-dex Version 3

Download Here


During the initial phases of the codex design we had thought about adding three different units to the list: Rage Zombies, Chaos Cultists and a new type of Daemon. Well we have finally made a decision on which to add to the codex.

We decided to add the Daemon unit to the army list.

Gore Daemons


Gore Daemons are brutish creatures of the Warp that hunger for blood and carnage. They are the thought to be created from the souls of Chaos Space Marines who served the Dark Gods, never pledging themselves to any one Chaos God. So strong was their dedication to the Dark Gods and bond with their traitorous brothers that once their mortal life is over, their soul ascends and fights on for eternity bringing glory to Chaos. They deck themselves out with thick armor and carry large two-handed axes forged in their hellish Daemon realms.

WS-4, BS-4, S-5, T-4, W-1, I-4, A-2, Save-4+, Points-20

Unit type:
Infantry

Squad composition:
5-10 Gore Daemons

Wargear:
Armor
Two- handed axe

Special Rules:
Fearless
Rending
5+ Invulnerable save

Limited numbers: There may never be more Gore Daemons than Lesser Daemons in a Soul Reapers army.


Other Updates


We have adding a one point increase per model in the army that gets the Fear is for the Weak special rule.

Wargear
(In addition to the Wargear listed on pages 81-88 of the Codex Chaos Space Marines)

Demo Pack: They may be relatively small and compact, demo packs are extremely destructive. Usually used to breach the wall of enemy fortifications, they are also fantastic against enemy armor.

Warp Conductor: The Psychic Hoods that the Apostles of Malevolence possessed during the Great Crusade have been long since discarded as they had fallen into disrepair. Leaving the forces of the Soul Reapers vulnerable to the psychic powers of their foes. This has been the case until recently, on Ehdan the Dark Mechanicus uncovered an ancient STC for a warp conductor. It was used as a dampening field to keep warp fiends from being able to manifest. The Dark Mechanicus have reworked the design to fit into the mounts for the old Psychic Hoods.

An Apostle that possesses a Warp Conductor may nullify any psychic power on a 4+ that is used within 12 inches of the Apostle. Additionally if a 1 is rolled as a result, the Sorcerer suffers a S7, AP2 attack.


Psychic Powers


All Apostles of Malevolence may use one psychic power a turn. The only exception is if they have been upgraded to a Master of Sorcery, and then the Apostle may attempt to use two powers a turn. All psychic powers are used following the rules given in the Warhammer 40,000 BRB.

Apostles of Malevolence may choose from the following Powers found on page 88 of the Chaos Space Marine Codex:

Doombolt
Warp Time
Wind of Chaos
Gift of Chaos

Chains of Torment: The Apostle creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.

Chains of torment is a shooting attack that may target any non-vehicle unit, with the following profile:

Range 18, Strength 6, AP 5, Type: Assault D6+1, Pinning

Added to the HQ section of the CSM codex replacing the Sorcerer entry on Page 93.

Apostle of Malevolence
Same stats and options as the Chaos Sorcerer minus the Marks of Chaos, with the following additions.
Upgrade options:
Master of Sorcery: 20 points
Warp Conductor: 15 points

Psychic power: Chains of Torment 25 points

8 comments:

  1. I thought Khorn Hated psykers and magic users?

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  2. Ah I see he gets replaced .. note to self put brain in order before typing....

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  3. It's all good buddy! I've done the same sort of post before. Besides reading comprehention is overratted! ;)

    -Jim

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  4. It seams to me that GW writers dont care for past books like Slaves to Darkness and the other one from many moons ago.

    Is it me or are the chaos gods getting on like best budys now?

    and please call me Dee.

    V3 is good work.

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  5. I think the points value for the gore daemon needs to be 1 or 2 more given that it has +1S, 4+ armour save and rending compared to the "generic" lesser daemon. But then again, the rule about there having to be more lesser daemons than gore daemons gives a balance. Just a rambling thought! :)

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  6. Dee, thanks for the comments. I do agree it does seem that GW have completely forgotten about the origins of Chaos in 40K.

    JJ, I totally agree with you, but was out voted by the group. Originally they were 24 points in the initial playtesting. They guys in the group feel that that is too expensive, even though I was fielding them as an assault unit.

    I am imagining that one of two things will end up happening in the next update. Either they will lose the strength 5 or go back up to 24 points.

    Thanks again for the great feedback.

    -Jim

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  7. After a superficial look at the mini-dex my first impression was that it isn't ambitious enough. There simply isn't enough differentiation from the regular Chaos codex (I *hate* the Chaos codex.) All the new units are solid and the background is excellent - I just feel that you were so worried about balance you might have let it keep you from going as far as you would have with new units.

    I love FOC changing characters and found yours to be very interesting.

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  8. I do agree it's not overly ambitious. We tried to go on the cautious side of things.

    I will make a brand new topic post to cover the what's and why's. I'll post it up later today.

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