Hi!
I finally made that chaos list for FWC.
Its here:
http://www.blitzkrieg-commander.com/Content....mPage=1Also pasted below.
These are my thoughts for a chaos army list with help and contributions from PFE100.
Chaos Army list rules.
Since chaos is a heterogeneous type army list its tactical doctrine varies according to its composition.
A chaos army that consists of 50% or more of its total points of demons, beasts (minotuars, trolls, beastmen, etc) and demon engines will have the MOB DOCTRINE.
A chaos army that consists of 50% or more of its total points of cultists and units from the Red Guard list (the red guard list serve as a base for chaos influenced forces) will have the RIGID DOCTRINE.
A chaos army that consists of 50% or more of its total points of chaos marines and units from the marine corps list (which serve as a base for chaos marines troops) will have the FLEXIBLE DOCTRINE.
FWC commander already provide good rules to actually simulate the flavor and powers of chaos. These unit abilities are:
a.Demonic aura - this functions as per the rules for SHIELDS. The difference being that the strength of the aura will usually be far below the number of hits the unit has. Thus the number after the ability means how may "shields" a unit with demomnic aura has.
Example: A unit with demonic aura 2, functions as if having 2 shields.
b. Fear and Terror - the forces of chaos have the capacity to instill fear or terror. In game terms this only comes into effect during close assault combat.
When determining conditions and modifiers for close assault combat resolution add the following two lines to the table on page 37.
Condition: Unit causes fear (each)
Modifier -1
Condition: Unit causes terror (each)
Modifier -2
Units that are robotic or have a "hive structure" are immune to the effects of fear and terror.
Points cost for fear and terror is +10/+20 respectively.
c. Regeneration - functions as the medic ability on page 129. The difference being that it only applies to the unit itself.
d. Repair - like the medic ability but only affects vehicles.
e. Summoning - During army construction purchase these units as normal then they will go into the reserve. They will apear within 20cm of the unit that summons them according to the deployment of reserves as stated on page 49.
Use these modifiers for command blunders during summoning:
Modifiers
-1 for each successful command order
Would also use the modifiers for mobile deployment pg 47
Blunder options. The number below is what they roll on two dices
(2)- With a mass scream the chaos sorcerer is pulled into the warp and is
destroyed.
(3)- There are lots of lights and hand waving, but nothing happens
(4)- The daemons appear on the table, the spot is chosen by the opponent.
This means he can't place the daemons any were they would be destroyed
straight away, i.e. impassable terrain etc.
f. Primarchs - the targetting restrictons for CO's does not apply to the primarchs. Primarchs, when present will ONLY lead chaos marines and demons NO OTHER troops types.
Units
Stats present as: Command (if any), move, attacks/range, assault, hits/demonic aura, save, points cost: unit abilities. Army limits
Angron
CO(10),25 cm Hover,0/0,16,8/8 Massive,3T,665: Elite,stubborn,Tough, Terror,Assaults troops,Independent. -/- [1]
Magnus the Red
CO(10),30 cm Hover,6/100,12,8/4 Massive,3,780: Elite, Stubborn,Teleport,Terror,Assault troops,Independent, High impact weapon. -/- [1]
Mortarion
CO(10),25 cm Hover,4/Template,13,8/6 Massive, 3,685: Elite,stubborn, Terror,Assault troops, Independent. -/-[1]
Place the 20cm diameter artillery template centered on the keeper of secrets. No deviation all targets within range are affected. Any unit eliminated within that radius is replaced by a nurgling horde under the control of the chaos player.
Fulgrim
CO(10),25 cm Hover,8/Template,10,8/6 Massive,3,685: Elite,stubborn, Terror,Assault troops, Independent. -/-[1]
Place the 20cm diameter artillery template centered on the keeper of secrets. No deviation all targets within range are affected. If a unit is knocked out in the template of attack the unit remains, but it is now under the control of the chaos player (seduction of slaanesh).
Chaos lord
CO(9),20 Hover,3/30,6,5,4,330:Elite,Stubborn,Teleport. -/-[1]
Chaos marine commanders
CO(8),10 F,2/30,6,4L,4T,220:Elite,stubborn,Tough. -/-[1]
Chaos Sorceror
HQ(8),10 F,2/30,4,4L,4T,160:Summons,Teleport. -/3
Chaos champion
HQ(7),10 F,2/30,6,4L,4T,115:Fear,Stubborn,Elite. -/3
Chaos champion
FAO(7),10 F,2/30,6,4L,4T,115:Fear,Stubborn,Elite. -/-[3]
Chaos champion
FAC(7),10 F,2/30,6,4L,4T,115:Fear,Stubborn,Elite. -/-[3]
Disc rider
recce 25 cm,3/30,4,4L,5,45. -/2
Chaos android
inf 10 F,2/30,4,4L,5,45:Fear.-/4
Chaos marine (generic profile)
inf 10 F,4/30,5,4L,5,65:Elite. 2/-
Khorne berserkers
inf 10 F,2/15,7,4L,4,85:Elite,stubborn,Assault troops. -/4
Death Guard
inf 10 F,4/30,5,6L,5,85:Elite,stubborn. -/4
Noise Marines
inf 10 F,4/30,5,4L,5,85:Fear,Stubborn,Elite. -/4
Thousand Sons
inf 10 F,5/40,5,4L,4,90:Elite,stubborn. -/4
Chaos squat
inf 10 F,3/30,4,4L,5,55:Repair, stubborn. -/2
Chaos terminator generic
inf 10 F,6/20,6,6L,4T,250:Elite, Teleport. -/4
Beastmen
inf 10 F,1/10,4,4L,6,15:Expandable,Assault troops. 3/-
Minotaur
inf 15 F,0/0,6,5L,5T,70:Elite,Tough. -/3
Troll
inf 15 F,0/0,6,5L,5,75:Regeneration. -/3
Cultist
inf 10 F,1/30,3,3L,6,5:Expendable. 6/-
Beast of Nurgle
inf 10 F,0/0,6,5L/2,3,175:Fear,Stubborn,Elite,Assault troops. -/4
Bloodletter
inf15 F,0/0,8,4L,4T,155:Fear,stubborn,Elite,Assault troops. -/4
Demonettes
inf 15 F,0/0,6,4L/1,5,85:Fear,Stubborn,Elite,Assault troops. -/4
Fiend of slaanesh
Inf 20 F,0/0,4,4L/1,5,50:Fear,Assault troops,Elite. -/4
Flamer of Tzeentch
Inf 15 F,2/40,4,4L/1,5,65:Fear, Plasma, Assault troops,Elite. -/4
Pink horror
Inf 15 F,0/0,5,4L/1,5,85:Fear, Assaults troops,Elite. -/4
For those who like old school fluff when a pink horror is slain in close assault combat eliminate the pink horror ad place TWO blue horrors in its place.
Blue Horror
Inf 15 F, 0/0,2,2L,6,-:Fear Assault troops,elite
Plaguebearer
Inf 15 F,0/0,5,5L/1,5,115:Fear,stubborn,Elite,Assault troops. -/4
Flesh hounds of Khorne
Inf 20 cm,0/0,6,4L,5T,75:Fear,Stubborn,Elite,Assault troops. -/4
Juggernaut of khorne
Inf 20 cm,0/0,5,4L,3T,75:Elite,Tough,Stubborn,Assault troops. -/4
Bloodthirster of Khorne
Inf 20 JP,0/0,14,8/6 Massive,3T,480:Elite,stubborn,Tough, Terror,Assault troops. -/-[4]
Great Unclean One
Inf 15F,6/30,9,8/6 Massive,4,480:Elite,stubborn,Terror, Assault troops. -/-[4]
Keeper of Secrets
Inf 20 cm,8/Template,11,7/4 Massive,4,480:Elite,stubborn, Terror,Assault troops,Independent.-/-[4]
Place the 20cm diameter artillery template centered on the keeper of secrets. No deviation all targets within range are affected
Lord of Change
Inf 20 Hover,6/50,10,7/4 Massive,4,485:Elite,stubborn, Terror,Assault troops,Teleport
Plague tower
Armour 15 cm,6/60,8,7/3 Massive,4T,495:Carries 12 troops which can be inf,rec,treat like spg rules in book,Tough.-/-[4]
Lord of battles
Armour 20 cm,0/0,12,7/3 Massive,3T,435:Elite,stubborn,Tough. -/-[4]
Blood reaper
Armour 20 cm,4/50,4,4/1,4,120. -/3
Brass scorpion
Armour 20 cm,4/30,6,4/1,4,120. -/3
Cauldron of blood
Armour 25 cm,4/30,4,4/1 4,75. -/3
Deathdealer
Armour 20 cm,6,5,5/2,4,210. -/3
Cannon of khorne
Armour 10 cm,4/80,2,4/1,5,145:Treat like a SPG rules in book. -/3
Contagion plague engines
Armour 10 cm,2/60,2,4/1,6,80:Carries two troops which can be inf,rec,treat like spg rules in book. -/3
Doomblaster
Armour 15 cm,6/60,4,4/1,4,185. -/3
Silver towers of Tzeentch
Armour 30 cm grav,4/20,4,4/2,5,230:Carries two troops which can be inf,rec,shield dome light version
Hell strider of slaneesh
Armour 30 cm w,4,3/1,5,55:Assault troops. -/3
Hell scourge knight
Armour 25 cm w,6,4/2,4,165:Assault troops. -/3
Hell knight
Armour 25 cm w,6,4/2,4,225:Assault troops, Plamsa. -/3
Hell talon bomber
Aircraft,6,5,4,200. -/-[4]
Hell blade fighter
Aircraft,4,4,5,120. -/-[4]
Doomwing of Tzeentch
Aircraft,4,4/1,5,140. -/-[6]
Firelord of tzeentch
Aircraft,8,6/2,4,300. -/-[4]
While the rules given in FWC for titan are good enough it does leave chaos titans a little bland. Just adding a simple rule for close assault weapons would suffice for now.
Close assault weapons: each one adds +3 to the assault value.
Comments welcome!
Primarch