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View Full Version : Codex: Death Guard Homebrew WIP, feedback needed!



mlambie
09-29-2009, 08:25 PM
So instead of whining about the chaos codex anymore, my friend and i set out to create some legion codices, for my death guard and for his T-sons. Both of us have been gaming for many years, and have played chaos through several of its iterations. We wanted to create a list that would represent the actual veterans of the Horus Heresy, in contrast to the current codex. In about a week or so we managed to pound out the basic outlines for the rules, drawing heavily on both the 4th edition and 3.5 edition chaos codex, as well as the demons codex.

Heres a link to download the WIP pdf, not pretty, but its got the meat and potatoes there.

http://www.scribd.com/doc/21155189

I would love to hear your thoughts/concerns/comments/constructive criticism/feedback/questions/ponderings about the list. We are trying to make a competitive list, not over powered, but balanced to the newish 5th edition codices. We are just now beginning the playtesting phase of the list.

anyways, here goes!

special rules:
Mark of nurgle: +1 T, FNP, Fearless
Demons use Daemon special rule from Codex Daemons.

new wargear:
plaguesword (power weapon, kills wounded model outright on 4+)
Pandemic Staff (12",target enemy unit, every model hit on 4+, s3, armour saves apply)
Nurgling Infestation (d6 extra atks at s3 I3, users WS)
Plague Banner (one use per battle, enemy unit in 6" will take d6 wounds as shooting, no armor or cover)

New Spell options:
Nurgle's Dance (12", enemy unit in cover take ld test or lost cover benefit)
Nausea (enemy unit bs -1 in 12" for next next shooting phase)
Aura of Decay (all models in base contact in models next assault phase lose 1 atk)

Demon summoning follows rules from Codex: demons (may not assault turn they come in) but deep strike as normal, excepting that nurglings may start deployed as per the 3rd ed. rules.

Army List:

Hq: Typhus

Daemon Prince 160 pts same stats as codex CSM w/ mark of Nurgle, FNP, may take minor psychic powers.

Chaos Lord: 120 pts (MoN, FNP, Blight Grenades) may take all normal options excepting bike, jump pack. also can take plague sword (25pts), nurgling infestation(20pts).

Sorceror: 130 pts. (MoN, FNP, Blight grenades), may exchange force weapon for Pandemic Staff (1 per army) for free. Also may choose one of the minor psychic powers.

Great unclean one: same as Codex: Daemons.

Elites:

Chosen Plague Marines: 26 pts each (MoN, blight grenades, FNP, fearless, infiltrate)
no hvy wpn upgrade options, one unit may take plague banner for 50pts. other options the same.

Death Guard Terminators: 50 pts. (MoN, FNP, fearless)

dreadnought as normal, may dedicate to nurgle for 5 pts (counts as icon)

Possessed Plague Marines: 34 pts each (MoN, FNP, blight grenades) as normal but since they have FNP, roll of 5 on daemonkin gives them poisoned attacks.

Plague Marines as normal. Brought back rules for only taking 2 in rhinos, any additional count as Fast attack. only troop unit that counts towards minimum.

Nurglings are back! as per codex daemons

Plaguebearers are back as well. as per codex daemons minus the upgrades.

Note: daemons do not count for force org, they are chosen seperately, must start in reserves except nurglings.

Chaos Spawn of course included.

Fast Attack

Blight Drones(IA)

Heavy Support

Plague marine Havocs: 23 pts each (MoN, FNP, fearless, blight grenades) NO heavy weapons.

Pred, vindicator, Plague Hulk (IA) , defiler and land raider all as normal in codex CSM 4.0. may be dedicated to nurgle for 10 pts (count as icon)
(edited 9/29/09)

I will explain our reasoning at a later point, just want to get some reactions!

DarkLink
09-29-2009, 08:38 PM
I've though of doing something similar before, I just don't play chaos anymore, so never got the motivation.

I like the looks of it. The only thing I have to say is be careful about how you summon the Daemons. The units from Codex: Daemons are designed with the inherint drawback of being required to deepstrike. This doesn't apply to Plaguebearers so much as other god's units. Imagine being able to summon squads of C:D Bloodletters straight into combat. It literally wouldn't be fair. Bloodletters are designed so that you get a chance to kill them before they slaughter you in close combat. They would be far to good a unit otherwise.
Now, you mention they must start in reserve. You kept the old summoning rules for them?

The Daemons thing is my only real issue, and it isn't really a big deal unless you're summoning Khorne or Slaanesh daemons. Other than that, it looks good.

mlambie
09-29-2009, 08:46 PM
Ah good Point! I hadnt played the list in so long i forgot. I had intended for the summoned demons, basically the plague bearers are the only thing here, to summon as deep strike, meaning no assaulting the turn they arrive. Absolutely that would be over the top. the GUO still has to posess something, and will follow the rules from Codex Chaos marines.

The greater demon will be something we have to keep an eye on in playtesting, as he will have the ability to summon and get into combat in the same turn.

Thanks for the feedback!

Exitus Acta Probat
09-30-2009, 02:39 AM
special rules:
Mark of nurgle: +1 T, FNP, Fearless
Demons use Daemon special rule from Codex Daemons.


Demon summoning follows rules from Codex: Chaos space marines 4.0, excepting that nurglings may start deployed as per the 3rd ed. rules.

Army List:

Daemon Prince 150 pts same stats as codex CSM w/ mark of Nurgle, FNP, may take minor psychic powers.

Death Guard Terminators: 45 pts. (MoN, FNP, fearless)

Plague Marines as normal. Brought back rules for only taking 2 in rhinos, any additional count as Fast attack. must take at least one unit.

Chaos Spawn of course included.



Okay, reaction...I'll give you roughly the same thing I did a friend of mine, and it's going to mirror a bit of what D-Link said.
If you let Daemons from the Daemon Codex assault after DSing...the world will come to an end, cat's and dogs will be living together (for the las 5 minutes sure...) and someone will divide by zero with the cray supercomputer...hence the world coming to an end. this CANNOT happen.

Daemon Princes with 7 toughness all those wounds and FNP??? Read above reactions of biblical proportions...this is worse.

and WORST of course, is giving a unit of 2+/5+ T-5 models FNP. those would HAVE to be 60pts apiece before anyone could consider them balanced...there are people out there that get annoyed enough about the Apothecary in the Deathwing Squad, can you imagine T-5 termies, an ARMY of plaguewing, that costs about the same and ALL have it...without a way to shut it down (like engaging the apothecary)?

I would take your list,
make two 7 man (I love nurgle, I couldn't break sacred number, sorry cheese gawds) rhino mounted units...
and put all the rest of my points into DP'S, Land Raiders, and terminators. whatever points value I had left would get thrown into daemons.

NOT trying to be harsh, and I know you're making a fun in house list, but you asked for feedback.

I sat down and figured out a ratio for him, percentage wise, that worked....and now (at about 4:30 am) I cannot remember it. But it got those Termies (before gear upgrades) close to 60 points (58 ish) and was based on save/T/slot.
Also, we are still assuming that it would be T-4/5...(ie;counts as 4 for ID, not 5) right?

mlambie
09-30-2009, 07:55 AM
no i had the same thoughts as you completely. i think it was for a reason that gw has evaded giving anything in a 2+ save FNP save typhus. you are probably right on the 60 pts thing. i kinda figured that after upgrades they would be about that cost, but maybe they should be 70 or more after a few upgrades.

I should have made it more clear, the Daemon prince is only t 6. or 5(6). i dont have my codex handy so im not 100% sure on that.

Also, someone already pointed out the world ending implications of deep striking and assaulting demons lol.
i actually didnt remember that they could assault the same turn, and will definetly be changing that. deep strike as normal. period. no assaulting. they have to wait.

My thoughts on the t5 FNP termies...
wieght of fire is not the way to go here. people used to kill termies with plasma. plasma will still be great against the death guard termies. all they will get is thier inv. or cover, so in some ways, many of the weapons people use to kill termies (or used to use) will be great.

i think the army throws a curveball to the new popularity of rate of fire over ap. a ton of heavy bolter shots will not wipe the squad in short order.

i think playtesting will tell for the points cost on the termies. how about the other units? for the power armoured guys, i just went with the same extra 8 points you pay for a regular plague marine over a regular CSM.

I really would have loved to bring back the favoured units size, but couldnt think of a good way to do it. i dont want to start handing out free champion upgrades to an experimental list that people might already be wary of playing lol. one way to do it might be to just make the unit size 7 for the second special wpn upgrade instead of the usual 10.

i appreciate the honesty here.

fuzzbuket
09-30-2009, 09:37 AM
might be me but havocs with no H.weapons i thought D.guard are mainly static so im confuddeld:confused:

fuzzbuket

mlambie
09-30-2009, 09:43 AM
yea its part of mortarion's battle tactics, as described in the 3.5 codex. the army basically just advances implacably. they didnt have the option for heavy weapons or olbiterators or bikers or raptors. it made the list have some big weaknesses, i.e. mobility and long range firepower. we wanted to preserve the weaknesses of the army, as well as its strength, rock hard infantry.

SlavesToDarkness
09-30-2009, 11:11 AM
No, it looks fine to me. Few suggestions:

+ Raise cost of Terminators to 50 or 55.

+ Daemon Princes should cost a little more (about +25pts) than a normal Daemon Prince with Mark of Nurgle (so, like 160 or 165?). Exitus was wrong, a Nurgle Prince has only T6. Great Unclean Ones are already T6 with Feel no Pain, so this isn't unbalancing.

+ Where are the Beasts of Nurgle in your Elites?

+ I think in the case of Khorne and Slaanesh daemons, summoning them rather than deepstriking may be an advantage (and so they might need a points "bump"). But Plague Bearers are actually BETTER when they deepstrike so summoning is a disadvantage (trust me, I play mono-god Nurgle Chaos Daemons so this is not just theoretical nonsense). Here's why: Plague Bearers do not fight so well, but excel at deep-striking on an objective and never, ever, ever moving or dying. Being able to summon them into combat is not that great; it's actually much worse than being able to send them directly onto an objective. For these reasons I don't think they need a points increase.

+ Beasts of Nurgle might need a "bump" (maybe to 40pts) since if they can assault straight into combat, that's pretty damn good.

+ Check out the Forge World Plague Hulk (it's new). Add it into your Heavy Support instead of Defilers.

+ Blight Drones to flesh out your Fast Attack.

+ How about "Nurgle Marks" for vehicles?

+ Spawn are fine, but how about "Nurgle Spawn?"

mlambie
09-30-2009, 11:49 AM
hmm plague hulk and plague drones... i dont have an IA book! if i ever see one, they will be included! or someone who has them could just send me the rules!!! HINT HINT HINT

Once again for the plague bearers, i think it wil lhave to be playtested both ways to see if its o.p. although i agree with your contention that that is much more unbalancing in the context of bloodletters or daemonettes.

the beasts... hmmm... i suppose if you had some they could be fielded as spawn. we felt that some of the options in the demons codex are more representative of nurgles demon armies. The named greater demon was left out on purpose, as he leads the demonic hosts of nurgle, not the mortal ones.

The nurgle marks we're going to throw in as well. the 3.5 ed. codex had nurgles rot, but now that its a spell i dont know. the marked vehicles in 3.5 also counted as icons, so we're thinking that might be the way to go.

Thematically i think youre right about the defiler. The death guard never had them before, and abaddon had them created for him. Fat chance typhus bought a few. I would love to put in the plague hulk instead.

So far everyone has said the termies gotta go up. Agreed 100%. ill try em out at 50 first.

also, as much as i dislike the current dread rules in comparison to the 3.5 ones, the 4th edition ones should be used as they are the most current.

DarkLink
09-30-2009, 01:37 PM
I'd say that the mark of nurgle for the terminators should be +10pts, maybe a little more. But really, they'll just be like the inverse of THSS terminators. THSS terminators laugh off plasma and other AP1/2, but are killed just as easily by weight of fire and forcing wounds. Nurgle terminators would laught at your rapid-firing bolters, but fall like wheat before the sythe to plasma and similar. I'd say 50pts for a nurgle terminator with a P.fist would be fair, or maybe 55 just to be on the safe side.

Are you intentionally leaving out the -1I and blight grenades on some of the units? Just curious.

Summoning Plaguebearers straight into combat is fine as they're not that intimidating, but for consistancies sake (if you were to write a Khorne/Slaanesh list), I agree that summoning them but they count as deepstriking (so no assault) is fair.

I also agree with the idea of looking at Forgeworld stuff, like replacing the Defiler with the Plague Hulk. You might want to check over the rules carefully, as sometimes Forgeworld rules are a little... I don't know, inconsistant. They like to introduce weird abilities and odd pricing for stuff sometimes.

I'll see if I can get a PDF of the pages for any forgeworld stuff, though. I have some friends with all the IA stuff.


EDIT: Here is the Forgeworld Plague Hulk rules. They're online for free. http://www.forgeworld.co.uk/pdf/plaguehulk.pdf

mlambie
09-30-2009, 01:52 PM
well i made up a mashup of the list itself in army book format, i just coudlnt think of a way to put it here, so i summarized it all. in the actual army list, everything except terminators (who dont get grenades, and the daemon prince doesnt either) get blight grenades. i did add in the minus - 1 initiative on everything except for the lord, sorceror, and daemon prince.

We decided for daemon summoning would work as follows. Must be brought in within 12" of an icon. cannot assault turn they come in.

The vehicle icon we decided should be 10 pts instead of just 5 (dedicating a vehicle to nurgle)

I would definitely appreciate the IA pdfs, those would be great.

SlavesToDarkness
10-01-2009, 10:27 AM
The Blight Drone rules are also available online (perhaps not legally) just Google them.

Craz
10-01-2009, 10:58 AM
I've got some fluff issues withthe codex(Yea, yea, beeotch beeotch). Firstly, let the Death Guard keep bikers and jum packs. While not an essential part of the Death Guard's forces, they did have them. Also, for the newer-to-Chaos players otu there...can we get a clarification on the wargear options?

mlambie
10-01-2009, 11:14 AM
I've got some fluff issues withthe codex(Yea, yea, beeotch beeotch). Firstly, let the Death Guard keep bikers and jum packs. While not an essential part of the Death Guard's forces, they did have them. Also, for the newer-to-Chaos players otu there...can we get a clarification on the wargear options?

Well i think there maybe is a debate here, but the reason we left these options out, in the death guard army list from the 3.5 codex, there was no bikers option or raptors option. certainly when they were a loyalist legion, they had bikers and jump pack troops, as per the army organization of the times, but now that their sole combat doctrine is based off of Mortarion, and not imperial edict, i dont see why they would include these options as: "the primarch of the death guard, Mortarion, trained his warriors to fight on foot relying on their bolters to cut down their enemies." also see pg 52 of codex 3.5: "the death guard are primarily infantry based, and lack the specialised fast attack choices available to other chaos forces."

This is why we decided to leave out these particular options.

and ill be happy to add in the explanations for the old wargear options.

DarkLink
10-01-2009, 11:53 AM
well i made up a mashup of the list itself in army book format, i just coudlnt think of a way to put it here, so i summarized it all. in the actual army list, everything except terminators (who dont get grenades, and the daemon prince doesnt either) get blight grenades. i did add in the minus - 1 initiative on everything except for the lord, sorceror, and daemon prince.

We decided for daemon summoning would work as follows. Must be brought in within 12" of an icon. cannot assault turn they come in.

The vehicle icon we decided should be 10 pts instead of just 5 (dedicating a vehicle to nurgle)

I would definitely appreciate the IA pdfs, those would be great.

I like your decisions here.

A friend had a PDF of the whole IA 7 book (it's about 334 MBs). I'll see if I can figure out how to email you the rules for the relevant nurgle stuff.

Grimnar42
10-08-2009, 05:29 AM
Was wondering how this is progressing. Would be really interested in getting a copy once finalised. I've got copies of nearly all the rules so if I can be of help message me.

mlambie
10-08-2009, 09:38 AM
Its being playtested at the moment. so far we've used it in 3 matches, vs. eldar, vs. space marines, and vs. space marines again. 1-2-0 so far.

so far, we've considered taking down the termies points cost (i.e, back to 45). in game one, they shrugged off a blade storm from the avengers, but in the next two rounds were wiped out by banshees in combat. summoning demons w/ no charging is balanced, but the new plaguebearers are a tarpit amongst tar pits. my nurglings and plaguebearers lasted so long that i almost never got to shoot at his assault elements in the game vs. the marines. the demon prince absorbed a ton of fire, but did go down after assaulting a terminator squad with one wound left.

So far so good. there's nothing that really jumps out as broken, as testified by our opponents responses.

while we will continue to playtest it, at the moment it is exactly what we set out to create, a fun, fluffy, competitive list with its own unique strengths and weaknesses.

@grimnar42: I just got the link online to download the .doc file of the list.

http://senduit.com/0ed815 (expires 10-15-09)

mlambie
10-08-2009, 09:14 PM
be sure to check out the link and download the list in a more fleshed out form.

also, got in the lists 4th trial against the new space wolves today.

i took:

sorceror lord w/ warptime

7 terminators w/reaper, 2 fists

troops
10 death guard, 2 plasma, champ w power weapon
10 death guard, 2 melta, champ with fist in rhino

10 plaguebeares
6 nurgling bases

heavy
defiler
vindicator
havocs x 7, 2 plasma, 2 melta, champ with fist in rhino

his list was

ulrik
batle leader w/ Storm shied, frost weapon, sage of extra attacks for kills, wolf tooth necklace

elite
3 wolf gaurd, one on bike with fist, one with fist, one with MoW

Venerable Dred in Drop Pod

Troops
10 GH in rhino, 2 plasma, MoW, power weapon

10 GH in rhino, 2 melta, MoW, power Fist

14 Blood Claws, 1 power weapon

8 blood claws, power weapon in rhino

Heavy:

Land Raider Crusader

We had a really great fight. Ulrik is a death guard slaying beast. his reroll enhancement let him reap quite a toll, including my sorceror and an entire plague marine unit. Defiler finally brought him down.

Venerable dread soaked up the melta and power fist atks like no tomorow. never died, but with less atks and no CCW, was less a threat. Had a plague marine squad tie it up as well as a grey hunter pack.

Havocs with power fist managed to take out the battle leader before they got killed by the blood claws he was with. Didnt really geta chance to shoot at much.

Plaguebearers took the objective that, once ulrik free, won the Death Guard the game. I had my plaguebearers, vindicator, defiler, 1 plague marine squad, and a rhino left. the termies managed to survive as well. he had a grey hunter pack, armless venerable dread, land raider w/o assault cannon, a rhino, and an immobilised rhino left when the game ended after turn 5.

was a great match, but i still want to play the death guard against nids and orks before i can safely say its balanced (in my opinion only of course)

DarkLink
10-09-2009, 12:01 PM
so far, we've considered taking down the termies points cost (i.e, back to 45). in game one, they shrugged off a blade storm from the avengers, but in the next two rounds were wiped out by banshees in combat.
http://senduit.com/0ed815 (expires 10-15-09)

Does their point cost include powerfists, or is it just 45-50pts for a basic Terminator (PW, Combi-bolter, Armor) plus the mark of nurgle?

If it is just 45-50pts for a naked terminator with the mark of nurgle, I'd say 40-45pts is fair. If it includes a power fist, I'd stick at 50.

Thing is, mark of nurgle is fantastic against abilities that don't ignore armor saves (the majority of weapons), but almost useless against things that don't. So don't worry about being killed by Banshees with power weapons, as the power weapons render the ability you pay for useless anyways.

Grimnar42
10-11-2009, 02:41 AM
Hey Guys
Downloaded the doc looks excellent so far noted a few things
cant seem to find the wargear explanation for Blight Grenades
Some of the text and pictures need cleaning up (fuzzy) I know its a draft but figured I would mention it.

Some suggestions
Nurgling infestaion as wargear option for Vehicles after all the delightful little critters are everywhere
I would love to see the sacred number worked in somehow
perhaps Plague Bearers must be in multpiles of 7 IE squad sizes 7,14 max 21
or perhaps a plus to summoning for a sacred number squad
Plague Marines, Havocs, Possessed, Chosen and Terminators could get a points discount not much but enough to make a viable option or the 2nd special weapon could be tied to the squad size.
Dont want to see any game breaking advantage in it just enough of an incentive to encourage players to keep with the fluff.

mlambie
10-12-2009, 11:34 PM
we talked about doing this and we agree. heres the idea for favoured units:

Favoured units of Plague Marines, Havocs, Chosen, Possessed, and Terminators recieve a free icon when fielded at a favoured unit size, or a multiple thereof. Additionally, Plague Marines (thinking about terminators , used to be able to) may take a second special weapons choice when fielded in units of 7.

Favoured units of Plaguebearers recieve +1 to their summoning rolls when favoured.

Agreed also to drop the termies to 45 pts based on playtesting results.

Daemon prince shoudl be 5(6) for toughness also.

Rev. Tiberius Jackhammer
10-15-2009, 04:26 PM
Looks pretty good so far, a couple suggestions: You could use scribd.com to host the .pdf format armylist (it's a good site for that, plenty of codexes and imperial armors are there already). Secondly, the latest imperial armor has a nurgle datasheet which gives all models that are part of it access to a nurgle special weapon: the "Chem-Burner", and combi-chem-burners. These are both a ten point upgrade to flamers and combi-flamers, respectively. Might be worth including? Maybe give some nurgley tank options, like putting a toned down plague mortar (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1181460_Chaos_Space_Marines_Datasheet_-_Nurgle_Plague_Tower.pdf) on a vindicator. What about plague zombies as a troops choice?

Grimnar42
10-15-2009, 05:50 PM
For my 2 cents I am not so sure about zombies in a Death Guard list maybe in an expansion ?? But nurgle tank options yes I agree with that I always thought it was lame that Chaos tanks were nothing more than imperial with spikey bits and less options. I always liked the idea of Chaos (Nurgle) tank variants that filled similar battle field roles as things like the Whirlwind or Razorback. A Rhino with an upgrade of multipile Havoc launchers as an example Landraider with a puscannon variation in the sponsons and so on. The chem burner thing sounds interesting I will have to read up on that.

Rev. Tiberius Jackhammer
10-15-2009, 05:58 PM
Point, the zombies don't necessarily fit the character of the deathguard. Instead of an expansion, how about a character? The leader of the zombies in the apocalypse formation is called the Plaguemaster, perhaps that could be an hq upgrade that allows zombies to be taken as troops?

Grimnar42
10-15-2009, 06:05 PM
That would work ...actually yes I like the idea what about a character that has army wide rules similar to marines Zombies become troop choices plus some other nifty rule isnt there something about rasing the dead of both sides as zombies.

mlambie
10-15-2009, 08:59 PM
good tip!

http://www.scribd.com/doc/21155189

there's the new final spot to download/check out the whopping 55mb pdf file.

i like the idea for the chem burners option. i haven't heard of this before, but i will consider throwing it in there if i can find the rules for em. Still toying with the idea of bringing back the nurgles rot vehicle upgrade, but not sure about whether to make it the same as the spell, or just go with what it was in 3.5.

hmmm plague zombies... really not sure about that in a death guard list. i can see it both ways. the plague zombies are certainly very nurgle-esque, and i think theyve been used in various campaigns by typhus and such. Maybe if typhus is taken they become an additional core choice. the only problem i see is that the plague zombies are part of the old lost and the damned list from the eye of terror codex. wasnt that the traitor guard list?

dont really have a strong feeling one way or the other but my inclination is to leave them out.

As per the Pdf, yea its got some blurriness and its not exactly formated perfectly. i will put the blight grenades rules in the final version for sure, but im thinkng i will make the final version design wise from scratch, not just copy and pasting codex demons and CSM, something along the lines of the dwarfs of chaos army book, with fluff taken from the various chaos codices, artwork from all three, etc...

Rev. Tiberius Jackhammer
10-17-2009, 06:14 PM
Plague Zombies are found in the Eye of Terror codex, the Plague of Zombies apocalypse datasheet (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180078_Chaos_Space_Marines_Datasheet_-_Plague_of_Zombies.pdf) and Imperial Armour 7. Imp. Arm. version or Apocalypse versions would be the best, but I'm partial to the Apocalypse datasheet one. I'm partial to the datasheet ones, which have lower stats and points cost, and more characterful rules.

Grimnar42
10-28-2009, 05:35 PM
The plague hulk is now out goody so hows the codex coming along.

Bigred
10-28-2009, 05:48 PM
Moved to Homebrew Rules

mlambie
10-28-2009, 07:16 PM
we'll we're still playtesting the death guard, this is a pretty extensive part of the process. so far they have drawn the vast majority ,won a few, and havent lost yet. that said they are a blast to play and so far no one has had any negative response to fighting them.

as per the plague hulk and blight drones, i did manage to get my hands on the IA 7 and will definetly be including the appropriate nurgle choices from said book, including the daemon prince characters, as currently the army has a single special character.

Also, regarding plague mutants, we will definetly be including them in armies where typhus is the general, for a fun flavourful option, probably with the IA rules, as they are much more in line with the current game than the rules from the codex: eye of terror.

The last step we will need to do is to put the polish on this bad boy, meaning completetly originally laying out each page and setting it up just like a current dex, ala the BOLS minidexes that they put out form time to time. this part will take forever. i did just get a scanner so i want to get some of the really cool artwork from the 2nd and 3.5 ed. codices to put in to spruce it up.

I figure this is already ripping the rules off of of GW, which would be some sort of copyright infringement or some such, so theres no point in not using the nice fluff and artwork. of course this isnt going to be sold in any way, and ive gotten only positive response from the local GW around here. thoughts?

Grimnar42
10-29-2009, 06:32 PM
You have a point there knowing how touchy GW gets about IP (not mentioning there own questionable paractise)

I see the points in favour as

1: They dont have a current 5th ed dex covers Deathguard exclusively
2: You will of course put in the ususal disclaimers not endorsed by gw etc
3: They constantly encourage players to make up their own rules
4: You will not profit from it
5: You are not copying any minatures
6: Rather than detract from any possible sales it may well encourage players to buy

Well thats my take

Grimnar42
12-20-2009, 05:33 AM
So how is this coming along guys any progress

Kepora
01-06-2010, 12:50 AM
Well i think there maybe is a debate here, but the reason we left these options out, in the death guard army list from the 3.5 codex, there was no bikers option or raptors option. certainly when they were a loyalist legion, they had bikers and jump pack troops, as per the army organization of the times, but now that their sole combat doctrine is based off of Mortarion, and not imperial edict, i dont see why they would include these options as: "the primarch of the death guard, Mortarion, trained his warriors to fight on foot relying on their bolters to cut down their enemies." also see pg 52 of codex 3.5: "the death guard are primarily infantry based, and lack the specialised fast attack choices available to other chaos forces."

This is why we decided to leave out these particular options.

and ill be happy to add in the explanations for the old wargear options.

Not all of us Nurgle players want to play "Death Guard", though; you gotta keep that in mind. DG aren't the only Nurgle followers, and if you haven't tried a high number of Nurgle bikters before, well....T6 bikers tend to be annoying to an opponent :P Throwing some heavy weapons, even just a few lascannons or Heavy Bolters or something would be good; possibly giving Havocs S&P or even Relentless, but as an upgrade?