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Found 13 results

  1. Teetengee

    Chaos Knight Components 1

    From the album: Teetengee Chaos

  2. With the advent of the Psychic Awakening, the awesome Space Marine supplements and me just generally feeling good about myself lately, I decided to channel some positive energy into doing what I loved best during my early days of 40K. Writing fan Codices. This time for my homebrew Necron Dynasty. Edit 1: The link has now been updated to the v1.1 of the codex. For those who have already seen the v1 the changelog will be in the comments below for ease of reading along but if it gets far enough ahead I'll just edit the most up-to-date here. Just to preface a few things first: No its not complete. As you'll see soon enough the lore segment is unfinished, about 1/3 done, and I plan to have some artwork in there but because I'm drawing them myself it's gonna be a while. (My work ethic with art is significantly worse than my writing ethic, funny cause I love art significantly more...) This isn't an attempt to Fix the current Necron Codex. This is me pretending I'm a GW employee and was given free reign to design and create lore/rules for my Dynasty. This being a fan Codex obviously Narrative play is what people think of but I did however write it in mind of the general Semi-competitive Matched play meta. I'm no good at mathhammer and as far as playtesting goes all I've done are some controlled dice rolls. If you spot something, have an idea or need to criticise the writing by all means speak your mind. I'd love to interact with you guys to brainstorm and discuss the fun and technical aspects of the Codex. With that in mind future updates here will probably come weekly and bi-weekly on the Necrontyr reddit page unless its urgent. The intended play-style is "Calculated Aggression". With all that said, feel free to download the Codex and give it a spin if your FLGS or mates are into it. I've already received some great feedback about plenty of things but I would like some more before I make an update later today or tomorrow.
  3. Browsing other non C:SM Chapters forums here, and they all seem to be in a similar place with speculating what may be waiting for their own SM chapter with CA2019, possible future Codex 2.0 / Supplements / WD updates etc. Since our own Codex came out 24 months ago, and with the objectively stagnant state our codex rules have been, I think we have a fairly solid grasp of the weaknesses a Grey Knights army comes with now. So, I had a go at compiling those experiences, ideas and opinions expressed from this GK forum into structured rules, in a format inspired by the recent SM Codex 2.0 rules / supplements. Page 1 Page 2 Page 3 For me personally, it is a way to keep a positive attitude with GKs in this hobby. Regardless of what GW will / wont come up with, having these rules derive from our own experiences into a refined and visually more tangible / usable form, is somewhat of a placating consolation imo. So I thought sharing it here with other GK players could help keep their attitude more positive. So, anyone interested in running these rules against the new and improve SM Supplements / Daemon Primarchs? Lol
  4. Welcome to the 3rd (I think) iteration of "Servant of Dante wrote a homebrew Sisters codex and everyone either doesn't care or thinks it's weird" :D Over the last month or so I've been reworking my 8E Sisters codex with the Beta rules in mine (they sparked an idea for yet another way of doing Acts of Faith, combining (as usual) ideas from the Witch Hunters codex with the current iteration. I think you'll find them a bit more impactful (or at least more numerous) than the ones in the Beta Codex, and if not, well, every unit can attempt each one once each Battle Round if you fork over the Faith Points for it. The formatting is what I usually do, it's an emphasis on compactness followed by whatever I think looks good and more or less matches the general sense of GW codex formatting. Here's the PDF version (If edits are made I'll update this link) Things that may or may not be of interest to you or someone you know ( :P ): Order Concivtions reworked to include an Ability and an Order-specific AoF 10 total HQ choices: including Canoness, Palatine, Seraphim Superior, Ministorum Missionary, Helena the Virtuous, Celestine (kinda), Saint Praxedes, Uriah Jacobus, Redemptor Kyrinov, and Cardinal Armandus Helfire Sister Anestasia and the Devout Sisters as named Elites choices (adapted from GW's Inquisitor specialist game) Eremim Squads, if anyone remembers that thread A unique relic, Stratagem and Warlord Trait for each of the 6 Orders Majoris All 5 kinds of non-militant Sisters More vehicle equipmtent 'Sarissas' and Praesidium Protectivas A retool of Celestians and Crusaders 18 relics of questionable usefulness, 25 Stratagems in the same vein Tactical Objectives Some other 12th thing I'm forgetting, probably :P So comments and criticism appreciated; I won't promise to implement every idea because at the end of the day this is written with me as the main target audience, since with the new codex on the horizon I doubt anyone really wants to play with someone else's fan codex (and I'm lazy, so there's that too). However, all that aside I'm interested in what people think, I'm sure many people will have some thoughts about things like AoFs or Convictions that didn't occur to me.
  5. Version 1.1

    235 downloads

    The Fra’al are an ancient race of void dwelling pirates, smugglers, black-market traders, and occasional conquerors, which have plagued the Galactic Northwest of the Milky Way for eons. Though their origin worlds are lost to all, including the Fra’al themselves who have forgotten much of their pre-void nomadic wandering, they may fact never had such terrestrial beginnings. What is known is that they are remembered by most other races of antiquity including records kept by the ancient ancestors of the Eldar from before the Fall and the birth of Slaanesh, as well as Human empires rising to prominence before their annihilation during the Age of Strife. Today the Fra’al Conclaves still reap a bitter harvest from the various void-ways and warp-translation lanes, taking what can be acquired by force or otherwise through guile and negotiation. When conflict is preferred or forced upon them, the Fra’al use their innate monstrous Psykana and Aetherically-saturated technology to destroy their enemies. The Version 1.1 Fandex contains the following homebrew lore and rules to play as the Fra'al in 9th Edition WH40K: - Lore on the Fra'al based on Black Library & Forgeworld resources, as well as originally created lore and content. - Detachment Rules and <Conclave> Customisation abilities. - Fra'al Weapons and Wargear rules. - Fra'al Stratagems, Warlord Traits, Aetheric Artefacts, and the new Malevolency Psychic Discipline. - 12 Unique Datasheets for Fra'al HQ, Troops, Elites, Fast Attack, Heavy Support, Flyers, and Lords of War. - Initial Concept Artwork for the Fra'al Troops and Aether-Golems.
  6. 347 downloads

    Ironmanes Space Marines Chapter. By commission of Eberious. Black chapter logo, plus a couple specialist markings.
  7. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=694 File Name: Liber Xenos - Fandex Fra'al Conclaves [v1.1 PDF] File Submitter: MECHFACE File Submitted: 11 Jan 2022 File Category: Warhammer 40,000 The Fra
  8. LIBER XENOS =][=][=][=][=][= The Fra’al are an ancient race of void dwelling pirates, smugglers, black-market traders, and occasional conquerors, which have plagued the Galactic Northwest of the Milky Way for eons. Though their origin worlds are lost to all, including the Fra’al themselves who have forgotten much of their pre-void nomadic wandering, they may fact never had such terrestrial beginnings. What is known is that they are remembered by most other races of antiquity including records kept by the ancient ancestors of the Eldar from before the Fall and the birth of Slaanesh, as well as Human empires rising to prominence before their annihilation during the Age of Strife. Today the Fra’al Conclaves still reap a bitter harvest from the various void-ways and warp-translation lanes, taking what can be acquired by force or otherwise through guile and negotiation. When conflict is preferred or forced upon them, the Fra’al use their innate monstrous Psykana and Aetherically-saturated technology to destroy their enemies. =][=][=][=][=][= The Version 1.1 Fandex contains the following homebrew lore and rules to play as the Fra'al in 9th Edition WH40K: Lore on the Fra'al based on Black Library & Forgeworld resources, as well as originally created lore and content. Detachment Rules and <Conclave> Customisation abilities. Fra'al Weapons and Wargear rules. Fra'al Stratagems, Warlord Traits, Aetheric Artefacts, and the new Malevolency Psychic Discipline. 12 Unique Datasheets for Fra'al HQ, Troops, Elites, Fast Attack, Heavy Support, Flyers, and Lords of War. Initial Concept Artwork for the Fra'al Troops and Aether-Golems. =][=][=][=][=][= Version 1 [WIP] Available for Download Link 1 Bolter&Chainsword (coming soon) Link 2 MEGA Download =][=][=][=][=][= Feel free to make comments and send me a message. I'm hoping to reproduce the whole text below in comments like I have for other Fandexes. Many thanks ! MechFace
  9. From the album: Homebrew

    Cover for my Codex Sisters of Battle Link: http://j3fwt.deviantart.com/art/Codex-Sisters-of-Battle-435862113
  10. So as were now on codex launch day (wooo), and theres are now several leak vids/reviews of the full codex, , I thought itd be good to have a dedicated thread to discuss what peoples initial thoughts are, as its seemed a little quiet in here recently? There's obviously loads of changes to discuss, but I've tried to keep this generally focused to the models I own, and the stygies army I've been playing the last 3-4 years. I've linked a couple reviews here for those that havent seen these yet Auspex Tactics GMG Review 1. Overall thoughts on the codex/units 2. How has it affected your current army/forgeworld? 3. What would you change in your list/new models to get? 4. If a new admech player...what are your plans? 1. Overall thoughts on the codex/units Could talk for days here so will keep this short (ish). So overall I think the new codex looks great. Lots of options and variety, with a ton of ways to combine different playstyles. I do appreciate us getting quite a major shakeup with how things work, cant wait to get my hands on my copy. I think they've brought a lot of units back into being viable (my infiltrators are very happy), although the one glaring issue for me is ironstrider just being SO good it just straight up outclasses the other anti tank vehicles. I don't own any ironstriders, nor do I plan on getting any (not that keen on the models), but booooooy are my 3 onagers jealous. Annoyingly as a non-mars player, it seems the best way to run my 3 neutron onagers would be as mars, as benevolence really pays off on them (as all three would reroll a hit, wound, and dmg on that low shot neutron. Lucius also seems a very possible alternative to stygies (albeit you'll be dropping in turn 2 rather than taking midfield in deployment). Rad saturated forgeworld also seems pretty nuts if going massed vanguard (ie run 4x 20 squads with 60 S4 -1AP shots each, 10 autowounds on average each salvo.....muahah). 2. How has it affected your current army/forgeworld? I've always played stygies and use the older admech range. So I'm just going to talk about Stygies and models I own here. -1 to hit is still there (albeit less so on vehicles), which is always nice. The changes to the rest are interesting for sure. No longer being able to move units up pregame but instead infitrate 1 core unit is different but still good. Redeploying a further 2 in your own deployment zone is very nice too. But it does change the way my list plays a lot - previously i was using the stygies strat to move a dunerider with priests and some breacher squads forwards...now I can infiltrate one squad of priests (or vanguard/rangers) I'm looking at my 15 infiltrators with a big smile though. The change so that they simply infiltrate during deployment instead (im not sure if this previously changed from their DS and i missed it?), is cool, and actually synergises with stygies, as they can deploy midfield alongside the other core unit you have chosen. I also run 12 breachers and these are now great at 2+ save. A bit less killy as they can no longer be boosted as much but still a great objective holder. Nasty enough in combat to cause headaches if you get too close. 3. What would you change in your list/new models to get? My main change is going to be getting more vanguard. I previously ran 2 kastellans as a shooty distraction carnifex, but don't think they really work well in low numbers like this anymore (4 CC ones however, oooft). The kastellans have got the kick for now in favour of more boots on the ground. Ill also be adding in manipulus and marshal conversions. This is the current list I'm playing around with (I think I can pick up 2 boxes of vanguard and have everything I need to run this, which is nice!):
  11. Greetings all! So recently I've been playing 40k online with a friend a lot lately, and it gave me a hankering for a good custom army, specifically Dark Mechanicum. What started out as just an idea of a simple handful of units from the Adeptus Mechanicus and Chaos Space Marine lists quickly grew in ambition and scope until it turned into a full 120 page homemade codex, borrowing and/or modifying some units, but also creating a bunch of fresh ones. I'd love to share with the community here, both because I'm pretty pleased with the result, and also to get feedback and maybe help refine it further. Especially with regards to tabletop, I'm more into the lore and models than the gaming, so I'm sure there are aspects of the actual rules or points values that need a lot of work. That said, please keep in mind this is intended as a fun little project rather than an attempt to make a watertight set of perfectly balanced rules. Oh and this is all based in 8th edition, as I haven't been following the 9th details so much yet. Anywho, I'll start posting here, and naturally I'll be removing anything taken from GW's published materials. Opening up with general army rules: HERALDS OF THE TRUE MECHANICUM <HELLFORGE> Most of the forces of the Dark Mechanicum belong to a Hellforge, or other similar force. Some datasheets specify what Hellforge a unit is drawn from. If a DARK MECHANICUM datasheet does not specify which Hellforge it is from, it will have the <HELLFORGE> keyword. When you include such a unit in your army, you must nominate which Hellforge that unit is from. There are many different Hellforges to choose from; you can use any of the Hellforges described in Games Workshop's books, or make up your own Hellforge if you prefer. You then simply replace the <HELLFORGE> keyword in every instance on that unit's datasheet with the name of your chosen Hellforge. <QUESTOR TRAITORIS> & Dreadblades [sEE RULES IN CODEX: CHAOS KNIGHTS] ABILITIES The following abilities are common to several Dark Mechanicum units: Supplications of the Octed: The followers of the Dark Mechanicum have long since abandoned the beliefs and dogma of the Imperial Mechanicum, and in their place taken up worship of the Ruinous Pantheon. In battle their fervent prayers and benedictions are often answered with direct and devastating effect. All units with this ability gain a bonus during battle depending on the Supplication currently in use. At the start of each battle round, pick one Supplication from the below list to be in effect for the duration of that battle round. The same Supplication may not be picked twice during the same battle. Alternatively, you can randomly determine which Supplication is in effect by rolling a D6 and consulting the list. Note that if you randomly determine a Supplication, it takes effect even if the same Supplication has been in effect earlier in the battle. If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability. D6 1 - Litany of Blood Hellish beasts of brass and iron snort and snarl, furnaces burn the weak into billowing clouds of ash, and boiling blood is used to oil the gears. Such is the prayer to the Blood God. All affected units gain +1 Attack in the Fight phase 2 - Invocation of Rust The adepts steel themselves with the knowledge that all will rust and shatter with time, and welcome the entropic touch of Grandfather Nurgle. All affected units reduce damage by 1 (to a minimum of 1) 3 - Communion of Innovation The Architect of Fate is beseeched to guide his followers' weapons to points of weakness, and to infuse their bolts with the power of sorcery. All affected units increase the AP of all weapons by 1 4 - Incantation of Excess All feel the gaze of the Dark Prince upon them, driving them to push themselves and their engines harder in the hopes of retaining the ecstasy of his attentions for just one more moment. All affected units may add +1 to Advance and Charge rolls 5 - Scrapcode Benediction The unholy prayers of the Scrapcode are recited and broadcast, foiling the weaponry and targeting systems of the unenlightened. All affected units gain a -1 to hit buff vs. enemy shooting 6 - Machine-Prayer to the Omnissiah Undivided Just as other heretics may revere the united pantheon of Chaos Undivided, so do the Dark Magi worship it as the embodiment of the Omnissiah, whose gifts will empower the faithful. All affected units regenerate D3 wounds Death to the False Mechanicum: The Magi of the Dark Mechanicum believe themselves to be the true followers of the Omnissiah, unrestrained by the petty concerns and limitations of the Adeptus Mechanicus. There is none they despise more than the servants of the False Mechanicum. Each time you roll a 6+ for a model with this ability in the Fight phase, it can, if it was targeting an ADEPTUS MECHANICUS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. Infernal Regeneration: The Daemon Engine creations of the Dark Mechanicum are built as much from daemonic aether-flesh as they are from metal. Empowered by warp energies, these monstrous machines will repair themselves before their foes' eyes, plates of metal knitting together and lost weapons or limbs reforming and growing back in mere moments. At the start of your turn, this model regains 1 lost wound. Daemonic: The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe and many of the most powerful weapons are all but useless against them. This unit/model has a 5+ invulnerable save. Marks of Chaos Many Dark Mechanicum units dedicate themselves to a single Chaos God, whilst others worship the entire pantheon in all its dark glory, often in the form of the Omnissiah Undivided. The Chaos God a unit is dedicated to is denoted by the Mark of Chaos that it bears. Some datasheets specify the Mark of Chaos for a unit. If a Dark Mechanicum datasheet does not specify which Mark of Chaos a unit has, it will have the <MARK OF CHAOS> keyword. When you include such a unit in your army, you must nominate which (if any) Mark of Chaos that unit has. You then simply replace the <MARK OF CHAOS> keyword in every instance on that unit's datasheet with one of the following: KHORNE, TZEENTCH, NURGLE or SLAANESH. Note that PSYKERS cannot have the KHORNE keyword. You do not have to choose a Mark of Chaos for a unit if you do not want to; if you do not, it is assumed that the unit has not dedicated itself to a specific Dark God. Vehicle Equipment: Bound Daemon Spirit - Any model with this upgrade does not suffer any penalty for moving and firing Heavy weapons. Smoke Launchers - [as per Codex: Adeptus Mechanicus]. Broad Spectrum Data-tether - [as per Codex: Adeptus Mechanicus] but applying to <HELLFORGE> units. Hellish Defence - At the end of the Fight phase, roll a D6 for every enemy INFANTRY model within 1" of this model. On a 6+, that models takes 1 mortal wound. Helram - If a vehicle with a helram charges, add 1 to hit rolls made for it until the end of the ensuing Fight phase. Bellow of the Battle Lord - Vehicles with the Mark of Khorne only. On the turn that a vehicle with this upgrade charges, enemy units within 1" of it suffer a -1 penalty to their Leadership. Cloud of Flies - Vehicles with the Mark of Nurgle only. Any ranged attacks targeting a vehicle with a Cloud of Flies suffers a -1 to hit penalty. Time Sphere - Vehicles with the Mark of Tzeentch only. Once per battle, at the end of one of your Movement phases, a vehicle with this upgrade that is within 1" of an enemy unit may be removed from the battlefield and placed anywhere within 12" of its previous location, provided it ends more than 1" from any enemy models. Lashing Tongue - Vehicles with the Mark of Slaanesh only. A vehicle with this upgrade gains the following weapon in addition to any others it possesses:Lashing Tongue - R: Melee | T: Melee | S: User | AP: 0 | D: 1 | When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. WARPFORGED HORDES Visionaries Without Limit The Heretek Priests and their infernal creations push forward with the certainty that they carry the flag of the True Mechanicum, their advances on the battlefield mirroring the progress they push forward for all of humanity. If your army is Battle-forged, all Troops units in DARK MECHANICUM Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. Hellforge Traits There are Hellforges and Heretek factions scattered throughout the galaxy, some within the madness of warpstorms, others hidden within the Imperium itself. Heretek Priests are free from the constraints of Adeptus Mechanicus dogma, and it is no surprise that each Hellforge follows its own path and behaves differently upon the battlefield. If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Hellforge trait, detailed below, so long as every other unit in their Detachment is from the same Hellforge. If you have chosen a Hellforge that does not feature on this list, you can choose the trait that best suits the fighting style and battlefield strategies of the warriors that hail from it. XANA II: MASTERS OF DAEMONCRAFT The Dark Magi of Xana II are legendary masters of their craft, experts in both the construction and perfect usage of warp-powered weaponry. All units with this trait gain +1 to hit in the shooting phase. SARUM: SURGE INTO CARNAGE The dread lords of Sarum have calculated that their biggest hindrance to slaughter in Khorne's name is getting their forces into melee, and so they devote a significant portion of their time and energy to overcoming this with new bionics and technologies. All units with this trait add +1 to all advance rolls and +2 to all charge rolls. POLIX: WARP-SATURATION Those of Polix are so immersed in their never-ending studies of warp energies that they end up saturated with it, giving it off like a deadly radiation. Reduce the Toughness characteristic of enemy units (other than VEHICLES) by 1 whilst they are within 1" of any unit with this trait (this is not cumulative). TEMPORIA: STEADY SUPERIORITY The forces of Temporia are so sure of themselves and their inherent superiority, they calmly wait as lesser beings hurl themselves in close, only unleashing their devastating firepower at the perfectly calculated moment. When firing Overwatch, units with this trait hit on a roll of 5+, instead of only 6+, irrespective of modifiers. THE LOGICIANS: DELETION SQUADS While many Hellforges make ample use of disposable chaff soldiers, the Logicians believe that the use of small, highly-trained squads of elites is much more efficient. Any Troops unit at minimum size can re-roll hit rolls of 1 in both the Shooting phase and the Fight phase.
  12. As the title says, this is where we can brainstorm fresh and unique Enhanced Chapter Tactics for our Grey Knights. I already mentioned a unique one in the other thread, but this is where i'll probably continue to add anymore, and discuss with other members their own cool ideas for Grey Knights CTs. I'll start off with the first one I presented: GREY KNIGHTS: STORM BOLTER COMBAT Honing their martial skills with their wrist-mounted storm bolters, Grey Knights can bring the fury of their storm bolters to bear on the enemy - even in the midst of heavy combat. When a GREY KNIGHTS INFANTRY model equipped with a storm bolter is within 1” of enemy units, in the player's shooting phase they may fire at the closest enemy unit with their storm bolter, as if it had a profile of Pistol 4. Another one I thought might be very GK fluffy: GREY KNIGHTS: WARP FLUX SHROUDING The Grey Knights inherit psychic ability can harness the warp flux’s blistering light and thundering shock wave of air displacement, blinding and disorientating foes, as they arrive on the battlefield crackling through the warp. When a GREY KNIGHTS unit that is a PSYKER arrives or is re-deployed on the battlefield using Teleport Strike, Teleport Shunt, the Gate of Infinity psychic power or the Teleportarium Stratagem, subtract 1 from the hit roll when resolving shooting attacks against that unit, until the start of the player’s next game turn. NOTE: The above ideas as shown in the images, adds onto our current "Chapter Tactic", Brotherhood of Psykers much like how they have been combined with the official Enhanced Chapter Tactics shown for Codex Space Marines.
  13. Hey folks! My FLGS has a temping offer available: Imperial Knights Renegade is on sale for less than the cost of an Imperial Knight boxset (specifically, the more expensive one). Now, I know very little of the world of Imperial Knights, so I have a couple questions. Can I build a Knight Crusader from the set? This review says I can, but it's s little ambiguous. The review may be meaning that I can't build two Crusaders, but I'm unsure. Are the rules for the Knight Crusader found in the Codex, or are they a separate datasheet from somewhere else? Are parts meant for the Renegade Knight unique in any way? Or is everything Renegade conveyed via decals? Thanks in advance, team!
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