Wednesday, October 27, 2010

Soul Reapers Praetorian Squad: mini-dex Chosen sqd replacement entry



I decided since I am reevaluating the mini-dex entries, I might as well take another look at the units that are used out of the Chaos Space Marine codex.

I then compared the Chosen entry to the other Space Marine elite squads. Units like Sternguard Vets, Vanguard Vets, Sang Guard and Wolf Guard. I really think comparatively speaking the Chosen are total chumps. All they really get is the option to take 5 specialized weapons and Infiltrate. Whoopadidoo! Not really impressive compared to the flair of the other Marine elite.

So after looking at the current 5th ed Marine elite squads, this is what I came up with as a first draft. It is a melding of many of the cool concepts from the other books, with little Reaper spin added. I wanted them to be a completely mutable elite unit, with options to fill a shooting or assault role.


Soul Reapers Praetorian Squad.....105pts


Stats are the same as the current Chosen with +1 attack added.

Composition:
• 4 Soul Reaper Praetorians
• 1 Centurion

Unit Type:
• Infantry

Wargear:
• Power Armor
• Bolter
• Bolt Pistol
• Close Combat Weapon
• Frag and Krak grenades

Special Rules:
• Fear is for the Weak
• No Matter the Odds
• Veterans of Ten Millennia of War

Dedicated Transport:
• May select a Chaos Rhino, Testudo Rhino or Chaos Drop Pod if using the Planetary Assault special rule. In addition one Praetorian squad in the army may take a Land Raider as a dedicated transport.

Options:
May include up to five additional Soul Reaper Praetorians: +19 points per model.

One model may take an Icon:
Personal Icon………………….5pts
Icon of Perpetual War……….15pts

Up to 3 models may replace their bolter with one of the following:
flamer………………………….5pts
melta gun…………………….10pts
plasma gun………………….15pts

Up to 3 models may replace their close combat weapon with one of the following:
power weapon…………………10pts
power Fist………………………20pts

Any model may replace his bolter and/or Bolt Pistol with one of the following:
twin-linked bolter………………...5pts
combi-weapon………………….10pts
plasma pistol...………………….10pts

The Centurion may replace his bolter and/or bolt pistol with the following:
twin linked bolter………………..5pts
combi-weapon………………….10pts
hand flamer………………………6pts
plasma pistol……………………10pts

The Centurion may replace his close combat weapon with one of the following:
power weapon…………………10pts
chaos rune weapon…………...15pts
power fist……………………….20pts

The entire Squad may take melta bombs for 30pts

The squad may take jump packs for 10pts per model.

Veterans of Ten Millennia of War

The Praetorian squad must take one skill from the following:
Scouts…………………………5pts
Preferred Enemy……………10pts
Hit and Run…..………………15pts
Furious Charge………………20pts


No Matter the Odds: Praetorians automatically pass all tests to regroup. Usually squads that regroup cannot move and count as moving, but these restrictions do not apply to units with this rule. If a sweeping advance catches any Praetorian unit they are not destroyed and will continue to fight as normal. If this happens the unit is subject to the No Retreat rule.


Veterans of Ten Millennia of War: The Praetorians have been waging war since the Great Crusade; they have become living avatars of War. Praetorian squads must chose a veteran skill from the selections listed in their unit entry.

8 comments:

  1. The models: as always Jim, I love the FW berserker heads and they give a really unique and brutal look to your army with the bunny ears removed.

    In terms of rules, I think you should go develop at GW. I think rules like 10m of war really represent Chaos very well and the points are right on. It gives the FOC choice a lot of flexibility and can enable a player to make no two squads alike. The spirit of this rule I think also sets the bar that Chaos Marines ARE different than codex marines in terms that they have been fighting forever.
    The points cost really keeps the unit from going to far as many books labeled "fandexes" tend to. It is also unique as it isn't just a copy/paste unit from a loyalist book.
    Nice work and it makes me want to run Soul Reapers at the FLGS in homage to the fine work you have been doing developing this codex.

    ReplyDelete
  2. Thanks Old School, I appreciate the feedback.

    If only GW would let me, I'd love to develop for 40k! Although I doubt I'd last long, but I'd enjoy making the game as good as I could while there.

    I have created a quasi matrix for doing the points values. Plus I playtest the crap outta whatever I do. This will get thorough testing too.

    Yeah, flexibility was the key here, I wanted these guys to be different from Loyalists.

    I work hard to copy the style of the new books without any sort of copy and pasting. I am striving to have balance between the mini-dex and the current "Marine style" of design.

    Thanks Again.
    Jim

    ReplyDelete
  3. Totaly reasonable point cost, fun rules... I don't see why any opponent wouldn't allow you to use these guys.

    I wonder if you could get them into White Dwarf somehow?

    ReplyDelete
  4. Thanks for the feedback Mr Esty!

    Oh wouldn't that be glorious, my work in White Dwarf, with content like that it would make it worthy of purchasing again!

    -Jim

    ReplyDelete
  5. I second the comment on nice models (though it looks like they just beaten some cork enemies and are now standing on their victims. Painting makes such a difference). I also second the comment on White Dwarf. Stuff like this should be in WD. The hobby is about this kind of stuff, and me personally would love to see and read more of it. Especially if they made an Imperial Fists dex:)

    I feel like this unit is a bit of a mix and match from the other dexes, and as such it is good. I would lift the max three on the close combat weapons though, no need to limit that. Also maybe add some heavy weapon options like the sternguard gets. Though their claim to fame is the special ammo which would fit a thousand sons army better.

    Next I would consider adding five points to PWs and PFs. Sure they are cheap for wolf guards but they do have a different dynamic and purpose. 15 and 25 seems reasonable.

    I really need to grab the PDF and read it, but is there a reason why lightning claws are missing? Love the look of those things (and I think that a pair shouldn't be x2 the base cast).

    Keep up the good work, it is very respected by many.

    ReplyDelete
  6. Thanks for the feedback Flekkzo, I do appreciate it.

    I put the weapons limits in and left the heavy weapons out to reinforce their roll as a close quarter nature of the unit.

    I'll consider adding the points back to the PW's and PF's. I see no reason why the WG get a discount and not other elite type units, which is why I went the way I did.

    I would suggest you wait until I release the update of the PDF in two weeks. There are a lot of little changes going in all over the place.

    The lightning claws were omitted by mistake and will make it into the final version; trading their bolters, bolt pistols and CCW's for LC's at 25 points.

    Up next I have replacement entries for the Raptor and Terminator squads. So stay tuned for the Vulture and Cataphract squad entries in the next few days.

    ReplyDelete
  7. The one thing is I feel that your 10 Millenia of War thing should be no cost, and just up the squad cost by 20.
    Then have a d6 table and have it be the following:
    1- Hit and Run
    2- Scouts
    3- Preferred Enemy
    4- Counter Attack
    5- Tank Hunters
    6- Furious Charge

    OR increase the cost of scouts and preferred enemy.

    And check out my blog at sepulchreofheroe.blogspot.com

    ReplyDelete
  8. Thanks for the feedback Gothmog.

    Other than Possessed I have taken a no random charts stance in design.

    These are just base points values to work from and will probably change after playtesting.

    Scouts and Preferred Enemy will most likely be going up by 5 points each, even before playtesting begins, because they do feel a bit too cheap; especially scouts.

    ReplyDelete

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