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Word Bearer Rules And Traitor Guard Rules

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Skirax
the fishassassin
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Post  the fishassassin Sat Jul 03, 2010 3:51 pm

Just Some Word Bearer Rules for using along with troops and hq from daemons codex and chaos codex
Skirax asked me to move our traitor guard discussion here aswell.
Me And some of my friends have decided to make a traitor guard army,
however we are progressing slowly and have not finished the rules,
thats why i've created a topic regarding the rules,
we can discuss and arrange play-test matches.
Ready. Set. Discuss!!!! Twisted Evil


Last edited by the fishassassin on Sun Jul 04, 2010 11:35 pm; edited 3 times in total
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Post  the fishassassin Sat Jul 03, 2010 3:54 pm

Here are some added rules,
are they too good to use or acceptable in games of 40k?
s= sacrificed models

There can only be one!!!
as a Hq choices the word bearer player must decide between daemon princes and daemon hqs or the other chaos space marine hqs, note that the dark apostle conts as daemon prince if he takes the daemonhood oath.



Devotion to the Dark Gods

The word bearers have proven themselves to be the most faithful of all the legions to the chaos Gods and when they demand something the most worthy legion to complete the task will be the word bearer and the word bearers
will not stop until the Gods are satisfied with their deeds. All word bearers units except for cultists are immune to pinning and may not go to ground.

Daemonic support

The word bearers rely on daemons to act as shock troops for their force and will therefore field a large number of them when carrying out the gods will. A word bearers army of 1000 points or more must include 2 troop
choices from the chaos daemons codex. These units have access to all their normal upgrades.
Must Be Payed for.
Also Squads of possessed chaos space marines can be mixed with any troops choice from Codex: chaos Daemons
The Daemons Must still be payed for.

Codex additions

Dark Apostle 90pts

ws bs s t w i a ld sv
5 4 4 4 2 4 3 10 3

Wargear
-Power Armour
-Either a boltgun or bolt pistol
-Frag and Krak Grenades
-Rosarius
-Crozius Arcanum

Options

May be given a daemonic weapons for 40pts

may be given a twin-linked bolter for 5pts

may take a combi weapon for 10pts

may take the daemonkin rule for 50 pts (The Dark Apostle may roll twice on the daemonkin table in the game re-roll in the occurence of a double or six)

must take a one of the following oaths:
A gods massacre - gains 2d6 extra attacks (roll every assult phase), but also gives him the mindless special rule. 30 pts

daemonic assault
the gods have allowed the word bearers to make use of a warp rift for their advantage.
the whole army gains the daemonic assualt special rule. 90 pts

The chosen: the apostle must be in a squad of possessed, the possessed get to roll twice on the daemonkin table pts: possessed x 5 pts

Its personal
The Dark Apostle has a formidible/despised foe on the opposing force
when assulting the enemy HQ, the apostle gains the furious charge special rule and +1 WS 20 pts

May Take Plasma pistol and/or powerfist for 15 pts each

May take wings or jump pack for 15 pts

terminator armour for 20 pts

or bike for 35 pts

Special rules: Masters of the cult

cultest's minds can easily be manipulated to do as the Dark apostles wish. They then become a formidable shield for the word bearers legion during battle and this strategy has been proven to be very effective in recent battles.
If a dark apostle is in the force then cultists may use his leadership for moral, pinning and leadership tests

Independent character
Cultists: 4pts each

number/squad: 10-50

ws bs s t w i a ld sv
3 3 3 3 3 1 3 1 6 6

wargear:-
close combat weapon and laspistol
rags and cloth
rules:- masters of the cult, fearless (if greater daemon with same mark or apostle prince is alive)
options:-
exchange close combat weapon for lasgun (free)
for every 10 cultists you may take one of the following special weapons: flamer or grenade launcher for free
any cultists may echange their las pistol for a bolt pistol at 1p per model
May take A chaos icon for 20 pts

Chaos Sacrificial Sorcerer 100 pts
ws bs s t w i a ld sv
5 4 4 4 3 4 10 3+
rules:
cultist energy
the sorcerers magic is powered by souls, to use a spell, the sorcerer must remove at least one model that is within 12" of the sorcerer.
also if the sorcerer is in a squad, all wounds must be resolved against models other than himself, perils of the warp attacks can be resolved against a model in the squad other than the sorcerer.
indipendant character
5+ invurnerable save

equipment force weapon, close combat weapon, power armour.

spells availible to the sorcerer:
boon of mutation:
automatically turns a cultist into a spawn 35pts
soul blast 40 pts
range: s*3 stregnth: s (up to a maximum of ten, if 11 or more are sacrificed it counts as a melta weapon) assault 1
soul burst 30pts
the cultist's head blows open, making all enemy units within 6" take a toughness test
*may be used in close combat*
Screams of the damned 10 pts
select an enemy and remove S from thier leadership (to a minimum of 3)

options
may take terminator armour 25pts
may replace close combat weapon for bolter if in power armour/twin-linked bolter if in terminator armour for 5 pts
may take a bike for 30pts
may take either the mark of tzeentch, khorne, or nurgle for 15 pts
may take familiar for 7pts


Last edited by the fishassassin on Mon Aug 09, 2010 3:31 pm; edited 9 times in total (Reason for editing : Suggestions)
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Post  Skirax Sun Jul 04, 2010 1:17 am

Well, they're very good and balanced, but I'd get someone to playtest them against, in case they're a little too over the top.

As for the Dark Apostle's Marks, I think he shouldn't be allowed to choose, but instead comes with Mark of Chaos Glory built in, because they serve Chaos Undivided, not a specific God.

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Post  the fishassassin Sun Jul 04, 2010 3:01 am

You Have a point.
Anyway a three+ invurnrable from mark of tzeentch would be little overpowering...
maybe if you use more than one dark apostle, one could have a mark?
There still a few things that need changeing.
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Post  the fishassassin Sun Jul 04, 2010 3:05 am

Maybe because of his dedication to all gods he can have benifit from each built in?
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Post  Skirax Sun Jul 04, 2010 3:47 am

I'd say have something like the Sagas from the SW. If you need some answers, ask me on Monday.

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Post  ZAFT Mon Jul 05, 2010 11:00 am

Sagas fail.
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Post  Skirax Mon Jul 05, 2010 11:18 am

Saga's are the best things in the codex.

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Post  Celtic Mon Jul 05, 2010 11:24 am

WARNING - GRAMMAR NAZISM
If you want to make rules about people not using chat speak Jake, at least learn to use apostrophes correctly - there is none in 'Sagas'

And back on topic.
what exactly are sagas - how do they work, just out of interest?
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Post  ZAFT Mon Jul 05, 2010 12:04 pm

You basically spend the points to give it to the people. Sort of like chaos marks, but only some units can have them.
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Post  Azron Mon Jul 05, 2010 1:06 pm

A Saga is a bit like Oaths in Black Templars, you can pay for some models to take one. Each Saga comes with an Oath (not the Templar ones Very Happy) but it is for fun, not compulsary, so I won't include it.
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Post  ZAFT Mon Jul 05, 2010 1:11 pm

Had to delete those, because it is illegal to post up rules or stats or points onto a website, and could get us shut down and jake and the web-hosting company sued.
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Post  Azron Mon Jul 05, 2010 1:13 pm

...
that's stupid.
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Post  ZAFT Mon Jul 05, 2010 1:15 pm

No, its not. It makes sense, GW don't want people to see the rules, and want them to go buy an over-prived book.
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Post  Azron Mon Jul 05, 2010 1:16 pm

...stupid.
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Post  the fishassassin Mon Jul 05, 2010 2:16 pm

I Know!
Word Bearer Sorcerers could sacrifice cultists to up the stregnth of their own Spells!!! Laughing
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Post  the fishassassin Mon Jul 05, 2010 2:18 pm

Skirax wrote:I'd say have something like the Sagas from the SW. If you need some answers, ask me on Monday.
Yeah mind if ask you on tuesday?
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Post  Skirax Mon Jul 05, 2010 2:31 pm

Sure go ahead.

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Post  Azron Sat Jul 10, 2010 4:48 pm

the fishassassin wrote:I Know!
Word Bearer Sorcerers could sacrifice cultists to up the stregnth of their own Spells!!! Laughing

Limit it, so you can't spam Cultists and have a super psyker.

Oh yeah, 200th Post Very Happy
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Post  the fishassassin Thu Jul 29, 2010 1:51 pm

The rules have been updated. Very Happy
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Post  the fishassassin Tue Aug 17, 2010 2:48 pm

http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RH.pdf
Found this on the forge world website!
no need for a traitor guard codex now.
the word bearers, however, are still calling... Wink
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Post  ninja banana Tue Aug 17, 2010 3:46 pm

i like it Very Happy
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Post  the fishassassin Wed Aug 18, 2010 10:33 am

So...
when are me, fa ray, toastinator and ellis going to recruit our militia Question Question Question
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Post  Skirax Wed Aug 18, 2010 10:44 am

I'm actually writing a Codex now.

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Post  the fishassassin Tue Aug 24, 2010 4:55 am

um??? yes Question
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