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My homebrew Space Marines ( blood angels successor) essentially is based on the feudal Japanese culture. Battle-Brothers are considered samurai, Captains are called daimyos, 1 of the 2 Chapter Masters is called the Shogunate ( leads the Chapter into battle), the other Chapter Master basically sits on a throne/ Webway portal. Since I'm trying to write the Codex supplement for them what should I include?
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Falcon's Claws Primaris Incursor
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Primaris Incursor Sabajun Sull, 'Noble Falconer of the Stormbolt Rift', 6th Zuun ('Brotherhood of the Ebon Knives'), 9th Arban (Close Support Squad).© Algrim Whitefang
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Falcon's Claws Karaoghlanlar
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Kharaoghlanar (Destroyer Cadre) Qos-Khagah, temporarily assigned to the 3rd Zuun ('Stormlord Brotherhood'), 2nd Arban (Fire Support Squad).© Algrim Whitefang
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Falcon's Claws Storm Walker
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Zadyin Vokyer ('Storm Walker') Kia'kun Subah, 'Silent Windspeaker of the Alabaster Tempest', assigned to the 6th Zuun (Brotherhood of the Silver Knives).© Algrim Whitefang
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So with the new rules released, my mind has been running hot with thoughts of all the things that could be added into the system, seemingly, relatively easily. Unfortunately there isn't much of a gaming community nearby, so rather than spend my days talking to myself I thought I'd regurgitate some of my thoughts to you all and generate some discussion. So please tell me what you think. Now I've tried to keep my mind on areas where it seems unlikely that AT will be treading for at least the next year or so. Namely Xenos and expanding the scale to include smaller things. Also I'd like to apologise for the wall of text. Eldar As a long time Eldar player I've spent a lot of time pondering the Eldar. Where possible I'd like the various races to play differently to the Imperium and with the combination of speed/frailty and holofields, Eldar are probably one of the furthest along the spectrum away from what we have. Defenses Armour: Given that the Eldar traditionally prioritise basically everything else over armour I would think that the Armour of Eldar Titans would be in the range of Imperial Knights (9-12, 13-15,16+). i.e. Even the lightest weapons in the game are at least a threat to them if they hit, and hitting an Eldar Titan with a big weapon is going to cause issues. Structure: In keeping with the speed/frailty ideas I think that even a Phantom would be relatively fragile (Approximately Warhound structure levels). This makes every hit on them telling and makes them much more of a skirmishing force than a comparable Imperial battlegroup. Holofields: I went back and forth on this a few times. Perhaps the simplest way of doing these would be to give Eldar Titans a holofield save against all incoming hits (similar to the old BFG rules). But I feel that having Holofields provide cover is more fitting with their fluff and it feels more like the Eldar is avoiding fire rather than stopping it. Initially I would probably go with Holofields always providing a base 25% cover and that increases to 50% if the Titan moves. I went with this rather than providing a penalty to hit rolls, because the penalty would stack with existing cover and allow for mobile Eldar titans in cover to become essentially untargetable. Agility: With the passive holofield effect Eldar titans are still going to be relatively easy to hurt compared to an Imperial that uses terrain. So in order to compensate I thought that each Eldar Titan could have in essence a limited number of 'dodges' where the pilot uses their superior reflexes/technology to avoid shots that should hit them. The limit on how often it can be used would be based on the Titan's Manoeuvre rating and reduced by 1 for each turn the Titan makes during the movement phase. So a Titan turning to bring its weapons to bear would have fewer 'dodges' making it a balancing act between offense and defense. Declaring "Power to the Stabilisers" would boost the number of 'dodges'/turns that can be made. I was thinking that the 'dodge save' could then be based on a command check with each successive dodge being harder to make, but the notation required for that on the command sheet and the fact that not everyone has enough d10s to make the rolling quick means I've been leaning more towards a straight 3+/4+ save roll. Unlike with shields any hits that aren't saved will go through to hit the body of the Titan, so high volume firepower will have an advantage against Eldar regardless of Strength. Weapons Eldar Titans tend not to have the carapace weapons that are seen on those of other races, limiting them to only 2 arm-mounted weapons each. In order to make up for that I was considering something akin to the Warlord's Ardex-defensor Cannon ability, with a slightly longer range (8" or so) and only available in the foreward arc. The specifics of volume/strength of shots is certainly up for discussion. Pulsars: These tend to be the primary weapon of the Eldar Titan and to my mind they are the Eldar Turbo Laser equivalent. So I would probably advocate them having very similar stats to the Turbo Laser with some addition to cover their rapid rate of fire. I think that there are two main alternatives for representing this rate of fire. The first would just be to give the weapons the Rapid trait in addition to what they have. The other would be to give them more Dice than Imperial equivalents, which could be either fixed, or variable. One other option is that they could have a new trait, but I feel that the two previous options would be easier to implement/balance. Distortion Cannon: For me this seems the perfect place to make use of the Warp and possibly Blast traits. Now given that a multi-use Warp weapon could be very powerful I think that this should also have Draining and a relatively short max range (24" or less). This would force the Titan to move into the range of enemy rapid fire weapons and risk taking damage, which feels appropriate given its potential. Melee weapons: Although the Phantom is smaller than the Warlord I believe that it should be relatively equivalent in terms of firepower, so I would probably use the Arioch Power Claw as a base and make it lower strength in exchange for more dice (like the Reaver Power/Chain Fists). Sonic Lance: This weapon has been giving me the most difficulty. I have been leaning towards this being an anti-shield weapon as there isn't much in that role so far and it makes sense to me that the vibrations could easily mess with delicate void shield equipment. So that necessitates it being at least strength 4. I also think that given how it's represented in 40K the flamer template is appropriate, as is the Firestorm trait. On top of that in order to make it good at its intended role it will need to have a reasonable chance of hurting shields, so Shieldbane and/or Voidbreaker (X) are viable options. Exactly how far this should go I think I'd need to play with because this combination of abilities feels a bit tricky to judge theoretically. Other Revenant Jumpjets: For these I think that simply letting the Revenant push it's reactor to ignore terrain for the movement phase seems fairly reasonable. Other stats: For comparison purposes I will equate the Phantom with the Reaver Titan and the Revenant with the Warhound.Command: I see the Eldar pilots as being more experienced than their Imperial counterparts due to their expanded lifespans, so either a higher Command value or some form of re-roll ability (Infinity Circuit?) would seem appropriate. Ballistic/Weapon Skill: For gameplay reasons I think it is preferable to leave the base BS/WS values the same as they are for the Imperial versions. Speed/Manoeuvre: I think that the Phantom having Warhound levels of mobility fits with the fluff. Which then leaves the Revenant needing to be faster/more manoeuvrable. So, perhaps 10"/15" for speed and 5/7 for manoeuvre? That would let it keep pace with knights and turn 180° without needing to push it's reactor. Servitor Clades: I think that having these be the same as their Imperial equivalents would make for a good starting point, because although they won't be needing to repair voids they will be wanting to push their manoeuvre/speed to capitalise on their advantages. Reactor: I think having this be the same as their equivalents is fitting, but maybe skewing it so they are more weighted to the green/yellow than the orange/red? Criticals: I feel like most of these would work as they are (with the obvious exception of VSG Burnout). I think having the Body Location be: 1. Reactor Leak (1); 2. Reactor Leak (1), Holofield Damaged; 3. Reactor Leak (1), Holofield Overload. With Holofield Damaged being you reduce the cover benefit of the Holofields by 25% and Holofield Overload being reduce the cover benefit of the Holofields by 50%. So with the Damaged level you have to move to get any benefit and at the Overload level you have no benefits until you fix it. Well, that's taken me much longer to type up than I thought it would. So I'll stop here for now. Please let me know what you think of this so far. Am I completely off base here or should I keep plowing away along this path?
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Good evening I've been working on a mission pack for a little while now that can be used for standalone play. It has a few quirks and is a set of quite simple but thematic missions for casual play. This is just the first of many packs I'll be making. The bones are 3ed missions with some tweaking to take advantage of 2,0 special rules Direct Link https://archive.org/details/standard-missions-v-1_202409 Embed in the post ( Hopefully!) Please let me know what you think! Standard missions v1.pdf
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From the album: Iron Inspirit
The symbol of the Iron Inspirit -
From the album: Faithful Jackals
Night 1, 3.5 hours paint time. 8 marines basecoated to ~50% or minorly more. This one is the farthest just missing eyes and metals.-
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Falcon's Claws Armorial
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
"Confounding the foe is one sure way to victory. When this strategy is pursued, war becomes a game of opposites and expectations." — Jaghatai Khan, Khagan of the V Legiones Astartes, Tenets of War The Falcon's Claws are an ancient and ferocious 3rd Founding Successor Chapter created from the lineage of the proud and savage lineage of the White Scars. Created in the wake of the Great Scouring, the Chapter took their namesake from the V Legion's ancient auxiliary order known as The Burgediin Sarhvu or 'Falcon's Claws', a small Order composed of veteran warriors that excelled as hunters and forward scouts on the battlefield, well known for their expertise in survival and the quiet elimination of enemy commanders. When this Chapter was formed at the dawn of the 32nd Millennium, they carried on the traditions of their order, continuing to stalk the battlefields across various warzones, delivering swift and brutal death to those that would dare oppose Mankind's manifest destiny as the rightful inheritors of the galaxy. Read More: Falcon's Claws© Algrim Whitefang
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Falcon's Claws Khaishan Noyan-Khan
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Khaishan Noyan-Khan, current Chapter Master of the Falcon's Claws. Current Chapter Master of the Falcon's Claws, Khaishan Noyan-Khan is a fearsome and stalwart warrior without peer. He was taken from a backwater feral world where he grew up riding wild horses on the planet's grass plains hunting wolves and other apex predators. Having mastered the art of the hunt at a young age he would later bring his skills to bear as a newly inducted Neophyte of the Falcon's Claws. He quickly rose through the Chapter's ranks, taking to the field of battle like a force of nature, with fury and strength behind his aggression that, while appearing barbaric, was tempered by his keen intelligence and innate understanding of the ebb and flow of the battle. A highly active commander, Khaishan leads his warriors from the front, issuing commands with relentless assurance, and assisting his Khans in breaking the most troublesome enemy defences. A keen and intelligent commander, the Noyan-Khan welcomes his subordinates to call into question his decisions should they ever doubt their effectiveness. In this way, he remains humble, reminding himself of their gene-sire's willingness to learn, for no one was above learning from their mistakes or being corrected if they were in error. This also ensures that his warriors never became followers of blind faith.© Algrim Whitefang
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Falcon's Claws Ebon Keshig
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Ebon Keshig Vu-Jaikhar, 'Steadfast Champion of the Stormwrath Bastion', of the elite 1st Zuun ('Brotherhood of the Untamed Stallion'), arrayed in relic Cataphractii pattern Tactical Dreadnought Armour.© Algrim Whitefang
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Falcon's Claws Kharash Tartaros Terminator
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Kharash Terminator To'bas Sudolgor, 'Agile Blademaster of the Legendary Tempest', of the 5th Zuun ('Wolf Maw Brotherhood') arrayed in relic Tartaros pattern Terminator Armour and armed with an artificer Guan Dao (Power Lance).© Algrim Whitefang
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Falcon's Claws Assault Marine
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Nokud Jurgei Chogan of the 3rd Zuun ('Stormlord Brotherhood'), unknown Close Support Squad.© Algrim Whitefang
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Falcon's Claws Battleline Mk IV
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Nokud ('Warrior') Qai Fong of the 4th Zuun ("Brotherhood of the Black Falcon"), 2nd Arban (Battline Squad).© Algrim Whitefang
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Falcon's Claws Primaris Eradicator
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Primaris Eradicator Khajah Far, 'Heretic Slayer of the Thunderscar Stronghold', assigned to the 9th Zuun ('Highriders Brotherhood'), 15th Arban (Fire Support Squad).© Algrim Whitefang
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Falcon's Claws Primaris Assault Intercessor
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Newly assigned Falcon's Claws Primaris Assault Intercessor Xebe-Nogat of the 2nd Zuun ('Eagle Eyes Brotherhood'), 12th Arban (Close Support Squad).© Algrim Whitefang
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Falcon's Claws Primaris Reiver
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Falcon's Claws Primaris Reiver Angnat Sarat, 'Hawkeyed Tracker of the Alabaster Vigil', 9th Zuun ('Highriders Brotherhood'), 4th Arban (Scout Squad).© Algrim Whitefang
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Falcon's Claws Tulpar Grav Bike
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Falcon's Claws Nokud Vai Ghong, 'Stalwart Bloodrider of the Windstorm Spearhead', 3rd Zuun ('Stormlord Brotherhood'), 4th Arban (Battleline Squad), piloting the relic Tulpar Pattern Grav Bike Shadow Strike.© Algrim Whitefang
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Falcon's Claws Relic Land Speeder
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: A pair of Falcon's Claws Nokud of the 8th Zuun ('Brotherhood of the Bloody Axe'), 7th Arband (Aerial Squadron) piloting the archaic Land Speeder, Swift Wind. This ancient Chapter makes use of many such ancient wonders from the Dark Age of Technology.© Algrim Whitefang
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From the album: White Scars Homebrew Chapters
The Desert Hawks are a loyalist non Codex-compliant Successor Chapter created from the lineage of the ancient and heroic White Scars during the 8th Founding. It's a small and endangered Chapter with only three ordinary companies left after the Soul War - a hard won victory almost 300 years ago against the Chaos Lord Haman Mal of Tzeentch and his daemons. This victory nearly destroyed the Chapter. Read More:© Algrim Whitefang
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Desert Hawks Firstborn Battleline
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
he Desert Hawks are specialists in desert warfare and rapid assaults. When they go to battle it is with a mix of variant landspeeders and aircraft. With no heavy tank support by land, the Chapters tactics is build around a small hard striking 1st Company task force and highly mobile, airborne squads of tactical- and assault marines with outflanking scout units. Combined with heavy close air support this will make most enemies to be overwhelmed before they can put up a decent defense.© Algrim Whitefang
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Celestial Heralds_Armorial
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
The Celestial Heralds are a Loyalist Successor Space Marine Chapter created during the 15th Founding from the proud and noble lineage of the White Scars. The history and character of the Celestial Heralds is inseparable from the sub-sector they call home and have defended for the past five millennia. The Huaguo Sub-Sector has a long and proud history of culture and productivity under the Imperium of Man. Though obscured by warp storms for an extended period, when they made their first contact in a centuries following the opening of the Cicatrix Maledictum, Terra came to realize that Huaguo sub-sector was reeling from blows it may never be able to recover from. Rebellious elements of every stripe have begun to pick apart the once peaceful region, with one having been so successful they even forced the sub-sector's Great Purity government into signing a treaty handing over worlds and establishing heretical embassies on loyalist planets. The Tau empire has taken advantage of the sub-sector's weakness to employ both trickery and violence in taking a whole swathe of northern mining worlds and are now worryingly close to the capitol hiveworld, Jingxing. But worst of all is the decadent decay that has struck at the very highest levels of the sub-sector. The civilian government is run by a group known as the Eunuchs, once able administrators who have now devolved into almost comically nepotistic and corrupt bureaucrats. Compounding the issue, the chapter master of the Celestial Heralds is deeply involved with these Eunuchs and through personal loyalty, political blindness, and a complete loss of touch with the situation in his old age, has allowed his control of the situation to completely deteriorate. Reinforcements and Primaris Space Marine upgrades were sent to the sub-sector as soon as contact was made, but further assistance has since been put on hold. It is as yet unclear whether the Huaguo Sub-Sector should be considered fully loyal, or if measures should be implemented. The High Lords of Terra have placed the matter on their docket for consideration with high priority, and we expect a decree on the topic in only a few more centuries. Read More: Celestial Heralds© Algrim Whitefang
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Celestial Heralds Primaris Intercessor
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: White Scars Homebrew Chapters
Pictured Above: Celestial Heralds Primaris Intercessor of the 4th Company, 6th Battleline Squad.© Algrim Whitefang
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Uncrowned Princes Armorial
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: Dark Angels Homebrew Chapters
"The measure of true glory is not to give battle in the bright noon of war, surrounded by brave comrades upon the field of victory, but to valiantly fight on alone in the darkness, with no hope of aid or even remembrance, and to spit defiance in midnight's eye." — Lion El'Jonson, Reflections on the Mirror of War, Vol III The Uncrowned Princes are a recently-founded Successor Chapter of the Dark Angels that was created during the recent Ultima Founding during the 42nd Millennium and is comprised entirely of Primaris Space Marines. Styled after the old Dark Angels Legion that existed during the Great Crusade and the Horus Heresy, the Uncrowned Princes, as they have been known as, have also inherited the old tenets of the Lion during their creation. Due to this, they are noted to have made many major tactical and organizational deviations from the Codex Astartes, as they use a modified version of the Hexagrammaton, which was how the old Dark Angels Legion was organized. Hailing from the forested death world of Blackhaven, which is virtually identical in both climate and culture to Caliban, the destroyed death world that served as the homeworld of the Dark Angels, their parent chapter. The Uncrowned Princes have been forged into Astartes due to their experience of hunting down the large monsters of their homeworld as they seek to take on the biggest foes they can find, whether in sheer size or sheer numbers. During their founding, the Uncrowned Princes were given a significant portion of the old First Legion's arsenal to use in battle. Read More: Uncrowned Princes© Algrim Whitefang
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Uncrowned Princes Primaris Interemptor
Algrim Whitefang posted a gallery image in Adeptus Astartes/Legiones Astartes
From the album: Dark Angels Homebrew Chapters
Pictured Above: Uncrowned Princes Primaris Interemptor Kerubiel Decar, 'Righteous Seraph of the Unknown Spire', assigned to the 10th Company. He is armed with a rare and exceedingly powerful relic Plasma Burner.© Algrim Whitefang
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