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SoylentRobot — CSM - Chaos Spawn

Published: 2011-03-01 20:09:38 +0000 UTC; Views: 3273; Favourites: 8; Downloads: 107
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Description Chaos Spawn arent supposed to be useful, so i havent tried to do that. theyre supposed to be annoying buggers that stagger about, tarpitting small units like heavy weapon teams. Unfortunately, their rather expensive cost for what they do in the current codex stops them from doing this. Also, made Giant Chaos Spawn. its a really cheap monstrous creature for putting somewhere and then letting it bumble about. And then two things will happen: theyll either get shot and die, thus wasting an enemy unit's firepower for a turn, or be ignored, where theyll eventually ruin someone's day in a vaguely irritating manner.

Chaos Spawn
You may take one Chaos Spawn for each unit of Chaos Space Marines, Chaos Cultists, Khorne Berzerkers, Plague Marines, Noise Marines or Thousand Sons in your army. They do not take up a FOC slot, but are otherwise treated as a Fast Attack choice.
25pts each
Size: 1
Type: Infantry

Giant Chaos Spawn
Heavy Support
70pts each
Size: 1
Type: Monstrous Creature

Options:
The Giant Chaos Spawn may take one Mark of Chaos:
Mark of Khorne for +20pts
Mark of Nurgle for +30pts
Mark of Slaanesh for +10pts
Mark of Tzeentch for +25pts

The Giant Chaos Spawn may be upgraded to Daemonic for +40pts

Chaos, chaos spawn and artwork etc is (C) Games Workshop
Related content
Comments: 22

chaotea [2011-03-02 14:08:52 +0000 UTC]

nice stuff. I like the alternate rules youve got.

The mindless rule is in the 40k rules anyway i think, so its not neccisary to put it there. Simple give them slow and perposfull, but note movement is on a 2D6.

Would it be worth taking there stats down abit, but giving them something like the possesed's Daemonkin. After all, a possesed is created when he recives too many gifts of chaos and cant contain the warp energies anymore. Maybe the squad would roll a D6 on a chart at the begining of the owning players turn, gaining something different each turn (but loosing the old ability). This would give them a much more random feel, but also make them very interesting on the board. (Think a squad that gets furious charge, the enemy preps for the assault, and then subbenly they have feel no pain. Or the have power weapons and are in combat, and then suddenly they have fleet.)

I would say though that spawn arnt useless. Infact i find then very usefull. The enemy always has 2 reactions. They ignore them as usless, in which they prove otherwise by being insanely hard to take down. On the other hand, some players fire like made, making the high priority targets, meening you have a great chance to flank.

Anyway, keep the stuff comming. Oh and check this out, it may be better for your custom rules: [link]

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SoylentRobot In reply to chaotea [2011-03-02 22:27:18 +0000 UTC]

nah, mindless is a rule unique to the spawn, the closest would be the rage rule, and even then, with rage its towards any enemy unit, not the closest.

i considered a rule like that, but removed it because it ultimately slowed the game down with having to roll for every spawn every turn, and having to remember what each one had (my version was stat bonuses, not extra rules). in the end, i chose to represent their mutating bodies with high toughness (its hard to pick out a weak spot in all that mess) and their random attacks.

I did see that sheet, unfortunately its formatted for Apocalypse units and formations.

Thanks for the critique, its much appreciated.

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chaotea In reply to SoylentRobot [2011-03-03 08:58:18 +0000 UTC]

rage means run towards the closest visible unit, so its nect to the same thing realy. I'll try to remember to double check my rule book tonight, but the mindless rule seems very familier to me.

I guess thats a point, things would get complicated, but in the heat of battle these things dont seem as troublesome. After all, if i can do the chaos dread every turn this wouldnt be so bad. Still, i guess the simplisity helps.

One thing i'd ask is: Why are the giant spawn worth almost 3 normal spawn in cost. I think i'd choose 9 spawn over 3 giant. Maybe if the giant was an upgrade for a squad, like a champion in a marine squad.

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SoylentRobot In reply to chaotea [2011-03-03 10:22:34 +0000 UTC]

yeah, but thats all rage is. during shooting, they arent forced to run too, and in the assault phase, they must assault an enemy unit in range, but they arent forced into assaulting the nearest. Mindless also has the random movement direction if the spawn cant see anything.

giant chaos spawn is that many points because its a monstrous creature, which means its (probably lots) of attacks ignore armour saves and roll 2D6 for armour penetration.

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chaotea In reply to SoylentRobot [2011-03-03 10:42:22 +0000 UTC]

ah, i didnt notace the monsterous creature. That makes more sense now. Nice stuff.

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SoylentRobot In reply to chaotea [2011-03-03 12:15:42 +0000 UTC]

thanks ^^

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gufu1992 [2011-03-02 02:57:04 +0000 UTC]

Could be useful little bugger.

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LordRPGs [2011-03-02 01:19:42 +0000 UTC]

Alright, I'm sold. Damn my Dark Eldar, I'm starting a Chaos Marines army now. Cursed be your name for encouraging me to start a new army whilst poor.

Curse my spawn-lovin'.

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SoylentRobot In reply to LordRPGs [2011-03-02 09:12:49 +0000 UTC]

hahahahahaha

now GW should really hire me

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LordRPGs In reply to SoylentRobot [2011-03-03 05:48:13 +0000 UTC]

In all honesty, I was thinking it since you first mentioned "Giant Chaos Spawn". Now all I need to do is convince my local gaming group to let me use this Fandex, then, you can guess what happens next.

But apart from my spawn obsession, I think these rules are quite damn good for them. They're cheap enough to be useful and effective(ly annoying), they don't give up that kill point on death (unlike regular spawn), and... Well, there's not enough tentacle monsters in the far future, really.

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ColonelMarksman [2011-03-01 22:29:51 +0000 UTC]

I really like the D6 attacks, but the toughness is a bit high as are the wounds. The Witch Hunter Arcos were 4+ Invul save with D6 power weapon attacks, and they could get on the move really fast at 35 points each but with only 1 wound. If you reduced the wounds, I think they'd be up to their points. They're also subject to what appears to be a version of Rage.

I think the big ones are fine, just need to be at 3 Wounds.

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Coillscath [2011-03-01 22:17:10 +0000 UTC]

"Some have the heads of insects or bulls"

BRUNDLEFLY.

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LukasEnricBS [2011-03-01 20:54:08 +0000 UTC]

must resist....urge to...start chaos army...with your rules

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SoylentRobot In reply to LukasEnricBS [2011-03-01 21:22:19 +0000 UTC]

dooooo eeeet, my rules are totally awesome and perfect

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LukasEnricBS In reply to SoylentRobot [2011-03-01 21:25:27 +0000 UTC]

Maybe we will when he's a bit more experienced

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gdpr-1688292 [2011-03-01 20:29:45 +0000 UTC]

i woudl highly recommend dropping the toughness on both for a point, as although they seem pointless and harrassing as they is, the d6 rule is severely nasty, especially on the giant ones. Even with absolutley no save, a unit of 3 has 6d6 (an average of 21!) attacks at str5 wich are power weapon strikes, and roll 2d6 for armor penetration. giving them a 5+ ward for being daemonic also boosts them considerably, although they still can die from random bolter fire.

Just a random tought, since your version has a huge potential of complete misuse - i would totally field a unit of 3 monstrous ones with them being daemonig tzeentch (4+ ward ^_^) and seeing them trash those armored IG out of the board. Hell, i'll take 9 of them

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SoylentRobot In reply to gdpr-1688292 [2011-03-01 21:22:01 +0000 UTC]

yeah, i was worried they might be a bit too tough, theyre that hardy to represent their bizarre anatomy: its hard to even find a weak spot in all that gribble!

giant chaos spawn have the potential to be devastating with all their MC attacks, but its still pretty hard to get them to hit the thing you want them to, and their save is either nonexistent or very poor (even if it is an invun). they can be very easily kited around the table by fast stuff. tho i am considering changing it to roll 2D6 and pick the highest for their attacks

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gdpr-1688292 In reply to SoylentRobot [2011-03-01 21:42:16 +0000 UTC]

2d6 and highest will limit the number of attacks to max 6 per one of them, but that is still too much attacks. And unless your daemon rule was changed to give a lower save, even a 5+ save (4+ if tzeentch) would hammer them greatly.

Second idea: make the unit 0-1 and make them move indivudually. that way the player can have max 3 models (taking one slot) wich will always be a unit of 1, so max 3 units of 1 realistically. that would minimise potential damage problems, as with a unit of 3 you can get cover saves, at least one (wich is enough) can reach a vehicle, etc etc.

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SoylentRobot In reply to gdpr-1688292 [2011-03-01 22:14:09 +0000 UTC]

keep in mind that youre just as likely to roll a 1 for your attacks as much as a 6

daemonic is a 5+ invun save (with tzeentch that makes it a 4+)

im not really a fan of having multiple seperate units for one choice, sorry

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gdpr-1688292 In reply to SoylentRobot [2011-03-01 22:16:21 +0000 UTC]

well, one thing is certain, the unit is highly usable in it's configuration, it's as good as a carnifex if not better, wich says a lot At least think about having the big chaos spawns 0-1 Though, more on this after playtests.

Say, have you tought on using your eldar vs your csm?

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SoylentRobot In reply to gdpr-1688292 [2011-03-01 22:56:25 +0000 UTC]

nah, not yet. i havent gotten many real games using the fandex so far. mainly against space marines and nids. it works well without being too insanely powerful, but maybe thats because im not a win at all costs player who doesnt go through the codex looking for abusable stuff.

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gdpr-1688292 In reply to SoylentRobot [2011-03-01 23:18:39 +0000 UTC]

OOT for this deviation, i know, but still: when you send me, i'll gladly try to make some overpowered stuff and see wheter there is some real abuse to any rules, or if everything is in order

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