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  1. 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?
  2. 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

  3. 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

  4. 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

  5. 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?
  6. 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
  7. Hi folks, been writing a story on SB for a while and have had an ongoing effort to try and make nominal rules for them to sort of make a mental reference. Trouble is I sort of suck when it comes to rule-making and so am turning to you folks for advice. Any feedback is appreciated! . The Dawn Knights​ Numeration: The IInd Legion. Primogenitor: Galtine Ap Ailbe, called the Retaliator. Cognomen: The Wild Hunt, The Cavalcade; (Prior) The Witch-Eaters, The Fox-Headed Ones (Informally called the 'Omen Dogs' by allied forces, a moniker which yet retains currency within the Old Hundred). Observed Strategic Tendencies: High-Tempo Maneuver Warfare, Counter-Aetheric Operations, Cunctatori Counter-Offensive Campaigns, Societal Recalibration, Deep Range Penetration and Acquisition Raids. Noteworthy Domains: Calengwag (Imperial Designation: Hollow), The Eight Daughters. Allegiance: Fidelitas Totalis The Second Legion are much like every other one of the gene-lines of the Astartes, idiosyncratic, occluded and so removed from their source as to become something akin to a parody of myth. It is perhaps telling of the traits bred into the Astartes that their own distinct oddities make them prone to thinking themselves alone in their eccentricity, any who have delved into this forbidden archive are by now well-familiar with the tales. The occult secrecy of the Fifteenth, who in their pride sought no help as their flesh rebelled. The all-consuming hunger for complexity that devoured the twentieth whole from their birth. The overwrought tales sung by Wolves of stories that they have hidden from even themselves. And of course, the inviolate pride that animated the First from their very inception as they clad themselves in the expectation for others to recognize honors they themselves deem others as unworthy of knowing. While these are perhaps the most extreme cases, it cannot but be noted that this peculiar form of madness dogs every Legion. And that is perhaps just, for why should the actions of something that is not human make sense to those who are? The Astartes are creatures fashioned to feed from glory the way a baseline human seeks water and meat, a bellicosity whose merit has proved its worth countless times across the long centuries of the Crusade and the Unity before it. Yet the Second were made in a way distinct from their fellows in this regard, they are as a bloodline uninterested in personal glory, markings of triumph or even the occult victory tallies held by those Legions who disdain the conventional praise of the masses as worthless. This is not due to a lack of the bellicose pride nor due to some form of beatific humility, it is best said that the Second Legion, the Dawn Knights, were born with a singular battle wedged deep in their minds. A war to whom all others are merely single steps on the road to a victory whose very existence can be debated. It is in this that every scrap of oddity, every discrepancy in their long history and their seeming disinterest that the Dawn Knights of the House of Ailbe can be understood. From their seeming appearance out of thin-air during the dawn of the Legiones Astartes, to their seeming death as a Legion on Drem to the things that emerged from shallow grave as a cavalcade of knights lead by a pair of figures that seem in their own ways as mad as the thing they were bred to kill. The Second were made for the simple purpose of ending the things in the Warp. All else is to them simply preamble, a setting of the stage to a battle which they themselves can neither define or fully understand. Origins: The Ill-Omened Foxes It is generally speculated that among those who have access to the records of the Terran Court that the Second Legion first became active at some point around the midpoint of the Unification Wars. While it cannot be said with any certainty, records of figures which match the gene-traits of the Second most credibly begin appearing around the time the secondary Legions began to gain numbers after the First began functioning as independent hosts. These accounts are perplexingly not taken from the reports of Imperial Army Officers, nor from other figures within the nascent Imperium such as the Emperor's scientific cadres or the agents of the Sigilite. Instead coming from the preserved ravings of madmen, the chronicles of long-dead heroes and those extracts of pre-Imperial writings spared from the fires of the First and Seventeenth. The first of these, dating from 628.M30, tells of a curious encounter by one of the chief War-Magisters of the Teledon Citadel decades before it surrendered to the armies of Unity. The War-Magister Eldara De La Tormenta tells of a giant clothed in ragged robes and 'with the face of a fox with lead for eyes' which haunted her nights for a span of months. This figure which she called 'the fox-headed monk' always seemed to appear regardless of what measures she took to prevent its intrusion, each night repeating the names of those slain to fuel the blood-forges that provided the city with its unnatural weapons. A long-time opponent of this debased psyarkana, the War-Magister at first deemed the creature a manifestation of her frustration as no others reported its presence. Over time, she began confiding her frustrations to the creature, which in turn provided counsel so eerily well-shaped that she came to be certain that it was some sort of revenant seeking to provide her with the means of avenging its death. A belief that proved true when it began guiding her along the paths of the great Hive-Citadel, whispering her down halls which should have been heavily defended but yet stood like crypts in their silence. It gave her weapons hexed to kill the secretive psy-agumented smiths of the blood-forged, it guided her hands as she slit the throat of witch after witch, each time watching as the monk fed on the lambent brain-meat of the sorcerer. The thing would then guide her back to her chambers each night, whispering to her what she need do to ensure that the death could be of use and feeding her a sort of tea which drained her of fear, fatigue and her memory. Over and over again, this story repeated itself over and over again until one day the fox-headed monk stopped appearing and the blood-forges of Teledon came to a stop as the knowledge to fuel them was lost. When the armies of Unity finally made their way to the Citadel-Hive, it was not a besiegers but instead as honored allies welcoming the Citadel-Hive and its vast production capacity and craftsman into the Imperium. The story of the long-dead War-Magister and the fox-headed monk would not be discovered until years later. The Tale of the War-Magister and the Fox-Headed Monk forms a template as to the early days of the Second, cells of either a single Astartes or a small squad ranging far beyond even the scouts of the Vth and inserting themselves into cultures that fit one of two key criteria. Assets which would be valuable to Unity and a pre-existing and problematic tendency to the culture's existence within the Imperium, most often behaviours steeped in superstition and esoterica. In this the Second Legion acted to manipulate actors within these cultures to take steps to preserve the one and uproot the other, often through the deliberate adoption of local mythemes to present themselves as hallucinations or creatures of superstition. An impression which while obviously laughable becomes increasingly uncomfortable as one reads more of these sources. The haunted monks of Ankerwycke, which lead mobs to rip apart the homunculus house of the Black Barrow and opened the way for their rejuv-harvesting technologies to fall into the hands of the Imperium, told of their ancestors driving them mad as they whispered of atrocities from their tombs. The fear-riven warrior Ushiwaka who purged the witch-clan Tairashi from Nippon centuries before the Imperium made war there, she was said to have been raised in the wild heights of the crumbled mountain by a tattered spirit. The Kindly Broker who gave Tak Apple-Sewer the means to reclaim the Last Forest from the Harvest Reavers in the great wastes of Udsen's Depression and preserved one of Terra's last sources of autocthonic flora-samples. While no lab records survive to tell us of the Second Legion's original cull or even any data to indicate from their creation, there is a great deal which can be gleaned from these tales. Firstly, the Second seemed possessed from the beginning of a strange ability to see into the hearts of men and to manipulate those they caught in their stories to achieve results which would not garner useful results for generations at least. These indicate either a gene-quirk or doctrinal focus which gave the Second Legion an extremely long-term view of warfare and a singular ease in shaping agents over long periods of time to act in their stead. More tellingly, it shows that some factors in their early creation made the Second seemingly unable to field considerable assets even long after Legions which entered service long after the first of these Legions achieved Chapter-Strength. But perhaps most telling is the most consistent element in all of these tales, and one which would over time come to identify the Legion as they began to act more openly. Their tendency to devour the brains of the psykers and abominists they directed heroes to kill for them. A behaviour which would see them be called 'Witch-Eaters'. LEGIONES ASTARTES (DAWN KNIGHTS)​ All models and units with this special rule are subject to the following provisions: Legiones Astartes: Units with this special rule may always attempt to regroup at their normal Leadership value, regardless of casualties. Seeker's Madness: Units with the Legiones Astartes (Dawn Knights) may reroll failed Leadership Characteristic Tests and are immune to the Fear Special Rule when inflicted by a unity with the Daemon or Psyker Special Rule. Units with this rule have the Preferred Enemy (Daemons, Psykers) Special Rule. Lastly, units with this special rule may not be targeted by Psychic Maledictions. Soul Readers: Enemy units locked in melee with units possessing the Legiones Astartes (Dawn Knights) rule receive -1 Attack penalty to their attack characteristic (to a minimum of 1) when they possess fewer models than an assaulting enemy unit. Should more than half of a unit with this rule be removed, the remaining models gain the Hatred Special Rule but must move towards the nearest enemy unit after the assault is resolved. Knights of Oddity: When an enemy unit must take a Morale Test as a result of losing an Assault to a Unit with the Legiones Astartes (Dawn Knights) Special Rule, they must reroll the lowest of the two dice. Allied units within 12" of a model with this special rule suffer a -1 to their Leadership Score. The Hunters' Cavalcade: May not include more (Tank) Vehicles than (FLyer) Vehicles in a Primary Detachment with this Special Rule. Any unit in the detachment that may purchase an additional Close Combat Weapon must do so. Additionally, any Primary Detachment chosen from the Dawn Knights must take a second Compulsory HQ Choice on the Force Organization Chart. That choice must always be a Lord-Errant or Exemplar Consul. Legion Veterans must take Weapon Masters or Stalkers. LEGION SPECIFIC UNITS​ In addition to those found in the Army List, the Dawn Knights Legion has particular access to the additional unit types: Balor Terminator Squads (which are an Elites choice on the Force Organization chart), Fragarach Destroyer Squads (which are an Fast Attack choice on the Force Organization chart) and Dian’Cecht Apothecary Detachments (which are an Elites choice on the Force Organization chart). In addition, it has a specific options of Consuls unavailable to other Legions; the Exemplar, the Lord-Errant, the Balor Executioner and the High-Savant. LEGION SPECIFIC RESTRICTIONS: PATTERNS OF THE WAR GUILDS​ Champion, Chaplain, Esoterist, Librarian, Primus Medicae, Primus Nullificator, Mortificator, Moritat or Warmonger Consuls along with Apothecary Detachments and Destroyer Squads may not be used in a Dawn Knights Primary Detachment. LEGION SPECIFIC WARGEAR​ The Dawn Knights possess a host of strange exotic technologies, most carved to their innate antagonism with the Immaterium: Moraltache-Pattern Greatsword: Known as the Weeping Swords, Fate-Chewers, Mors Mortale and a host of other names by those of more outdated beliefs, the favored weapons of the upper Echelons of the Second Legion are things of terrifying and indecipherable providence. No shortage of fanciful tales claim that these horrid weapons can cut through both ancient defensive mechanisms and even psychic phenomena with unsettling ease, legends that are made difficult to confirm both due to the frustrating shortage of records stemming from the Second Legion and the queer nature of the weapons themselves. The pale metal that forms the lengths of these weapons induces a curious effect on onlookers, eyes strain to hold the so-called 'White-Metal' and it is often difficult for most to recollect the exact features of the weapons after-the-fact, a trait made more unsettling by the fact that even the finest pict-capture technologies of the Mechanicum seem unable to capture anything more than ill-defined blank spaces where the weapon should be. Some even accredit stories that those outside of the legion that attempt to make use of these weapons suffer from an instant mind-death as a consequence, although such tales are often dismissed as exaggeration. While current speculation suggests all of these curious observations and the keening of the weapons is the result of some ill-understand technology, it would be dishonest to say that it was easy to ignore that there was a certain foulness about this handful of swords. Any Character HQ with the Legiones Astartes (Dawn Knights) special rule may purchase a Moraltache for +30 points. Range: Melee Str: +1 AP: 2 Type: Two-Handed, Psy-Lash, Keening (-1 to Enemy Invulnerable Save) Keening: It is said that when drawn, the white-metal swords produce a queer sound. A quiet yet pained note that tickles at the back of the mind, an oscillating note as if something somewhere is weeping in torment. Whatever strange providence imbues them with the esoteric property it seems tied to the infamous and inexplicable power of the Moraltache, for it grows to an ear-piercing wail when the blades make impact with what by rights should not be cut. Void shields crack and shatter like glass, barriers distend and warp before bursting and electro-magnetic arc away in fear of these strange weapons. Any model seeking to roll an invulnerable save against a wound inflicted by a weapon with this special rule is treated as having +1 to their save roll to a maximum of 6+. Bane Mask: It is a hotly debated subject as to whether the 'Bane Masks' can be categorized as a true piece of technology in its own right or whether it is merely yet another eccentricity of the Second Legion. A Bane Mask is the name given to the unique masks of 'White-Metal' commonly integrated into the helmets of the upper-echelons of the Second Legion, faceplates which are invariably shaped into the likeness of some grotesque visage of unknown providence, each made unique save for the odd theme of pain and torment etched into the features. It is unknown what precisely is the meaning of the Masks, as they do not seem to be affiliated to any specific honor and appear inconsistently between the ranks, but it should be noted that there is an odd pattern noted among wearers that has led some to speculate as to the purpose and nature of the masks as something beyond mere aesthetic. Warriors wearing these masks are noted to be, for lack of a more rational term, lucky in the extreme. Records show near impossible parries, leaps which stretch a touch too far and a litany of wounds which by rights should have been fatal. The grimmest of these tales claim that in such cases, the Bane Masks accrue unexpected or unrelated damage at an unexpected rate as if to absorb the ill-luck of the wearer, only to appear at a later date undamaged. Such tales are difficult to disprove as the White-Metal is known for its bizarre resistance to pict-capture or even more conventional scrutiny and the Second legion is known for explanations without answers. An Independent Character HQ with the Legiones Astartes (Dawn Knights) special rule may purchase a Bane Mask for +10 points. Any model equipped with a Bane Mask may roll a single D6 at the beginning of an Opponent's Turn, on a 4+ the model gains the Eternal Warrior Special Rule for the duration of the Turn. This test may be passed on a 3+ on any turn that begins with the model within 12" of an opponent-controlled model with either the Daemon, Daemon of the Ruinstorm, Psyker or Brotherhood of Psykers/Sorcerors Special Rules. Psyk-Out Munitions: Any unit may take Psyk-Out Grenades for an additional +5 points. Any unit with a Missile Launcher may take Psyk-Out Missiles for an additional +15 points.
  8. So I think we can mostly agree that the Legends rules for Renegades and Heretics are not exactly ideal. It's better than nothing but it could be a heck of a lot better. That being said? As the saying goes, if you want something done properly you might as well do it yourself, and given we at the very least have a base to work off of, I'm intending to create a fanmade replacement for these somewhat mediocre rules. Now, I should start this off by stating my mission intentions, what this project sets out to do and what it doesn't. After all, I'm no accomplished rulesmith or playtester, so I want to make the "mission statement" as transparent and honest as possible. What this project DOES intend to achieve: What this project DOES NOT intend to achieve: Anyway, now that that's out of the way... BASIC RESOURCES: IDEAS: As mentioned, this is going to be far more than just "AM with spikes", so here's some of my miscellaneous ideas for stuff to differentiate them from their Aquila-wearing counterparts... Anyway, if anyone has any ideas/wants to help out, that would be great! Schlitzaf has already offered to assist, but really anyone who has a contribution, no matter how great or small, is welcome!
  9. http://i.imgur.com/yro9NHY.jpg “O my poor kingdom, sick with civil blows! O, thou wilt be a wilderness again, peopled with wolves, thy old inhabitants!” * The Imperium of Mankind lies in tatters. Railing against the oncoming dark, its crusades peter out to a fizzle, a dying spark swallowed by the long night. The Cicatrix Maledictum has torn the bastions of man asunder, and foes assemble beyond the great rift like never before. Necron dynasties awake beneath cities and reclaim their birthright in genocidal holocausts. Aeldari warbands, once fractious and petty, unite beneath the banner of their death god. On one side of the galaxy, the Tau Empire ascendant, sweeping across the system; on the other, the hungry shadow of Tyranid Hive Fleets looms and coalesces thicker with each passing day. And all the while, the mad gibbering laugher of daemons echoes in the void. Roboute Guilliman, Lord-Commander of the Imperium, challenges the rampant threat of these dark days with renewed vigour. His armies bring new instruments of war to bear – Primaris Astartes, the Space Marine honed to an even finer edge. Entire chapters of these weapons issue forth unto a savage, unforgiving galaxy, and their names fast become the stuff of legend. But beneath every bright statue is a cold, dark shadow upon the ground… * ///++BRIEF++// The Sable Spectres are a Chapter composed entirely of Primaris Astartes. Precious little is known or recorded of them – whether this is due to their more covert modus operandi, or simply that their deeds have been lost beneath the daily deluge of information from every distant corner of the galaxy, none can say for sure. Earliest records pinpoint their formation at the end of the Indomitus Crusade, when Guilliman’s Greyshields disbanded from their legions and split into Codex-compliant organisations. The armour of the Sable Spectres is painted a deep blue, bordering on black, which goes some way towards explaining the chapter’s name. Their icon is two strips of crimson against a field of blue-black, over which is emplaced a high gothic Lambda. http://i.imgur.com/SeB0SdB.jpg ///++HOMEWORLD++// http://i.imgur.com/2QAnaCW.jpg Image Credits: http://malicious-cadence.com/wp-content/uploads/2013/02/forestworld_small.jpg Wirral, a heavily-forested planet on the far edges of the Segmentum Obscurus. The planet has defied classification for aeons: some documentations call it a Death World, while others have it on record as a Feudal World. Wirral is all of these things and more. The seasons change at the drop of a pin - scorching summer one night, freezing winter by the morning. Dense woodlands cover most of the landmass, making travel on foot extremely difficult and hazardous: such environments, after all, are the perfect conditions for apex predators to thrive and attain primacy. It is this difficulty of travel which stymies trade and the movement of peoples. Mankind on Wirral, therefore, is constantly at war with himself and the environment. There is no single, dominant society; its quasi-medieval populace is comprised of warring houses and clans. They are intensely isolationist, shutting themselves within great keeps of stone and iron to keep the wild world at bay. Though the homeworld of an Astartes chapter, Wirral is otherwise a forsaken backwater at the armpit of the Imperium. Because it has no cohesive government, it is largely incapable of paying tithes to Terra – and if not for its people’s loose faith in the God-Emperor of Mankind, would most likely have been either completely forgotten or ordered for destruction by some overzealous Administratum sycophant eager to please his lord. Interestingly, the Sable Spectres have minimal physical presence upon Wirral itself. The world is more of a recruiting ground than a bastion for them – they have no fortress-monastery upon the planet, instead operating much like a fleet-based chapter. On the rare occasion that the Spectres do set boots on the ground, they have little to no interaction with the populace, save for stealing away warriors for service – a habit which has led to many a local legend of giant red-eyed ghosts in the fog. ///++ORGANIZATION++/// Amongst the Codex-compliant Chapters of the Imperium, the Sable Spectres are one of the most divergent. They show a flagrant disregard for the tenets of Guilliman’s manuscript, and are only barely considered to be Codex compliant because the basic organizational Chapter structure is followed. The Spectres rarely follow the Codex’s detachment doctrines. They are fond of deploying in smaller, flexible strike forces known as Spear Clades. The make-up of a Spear is largely mission-specific – from anything as small as infantry kill-teams to a larger force employing the heavy armament of Dreadnoughts, Aggressors and Armour. http://i.imgur.com/e1K4krp.jpg A reconnaissance Spear of Sable Spectres moves cautiously through the jungle, directed by a Knight-Intercessor Sergeant. ///++PROVENANCE++/// If little is understood about the Sable Spectres themselves, even less is known about their gene-sire. They have no distinctive physiological traits that could pinpoint the origin of their gene-seed, and given their nonchalant attitude to the Codex Astartes it is also unlikely that they are direct successors of the Ultramarines. Some say in hushed murmurs that the Chapter’s unflinching predilection for terror tactics is a forbidden echo of the VIII Legion, while others yet whisper that the hydra has many heads…these remain but rumours, however, and it is unlikely that the Sable Spectres’ true sire will ever be known by any but themselves. ///++ETHOS++/// The Sable Spectres display an affinity for close combat, and each Spear often tends toward a Reiver-heavy composition. It is perhaps a legacy of warfare on Wirral, where the thick forests make pitched battle a thing of rarity. The Spectres rarely deploy en masse in glorious assaults, preferring to draw the battle into the killing fields of claustrophobic confines and dense spaces. This aversion to prominent warfare could explain why the Chapter remains mostly unknown throughout the wider Imperium, coupled with the fact that most of their operations take place around and beyond the Great Rift into the Imperium Nihilus. The Sable Spectres have a notorious reputation on the battlefield itself for cruelty and relentlessness. This is not so much a psychopathic disposition as it is a carefully considered approach to how battle should be waged. The watchword for the Chapter’s philosophy of war is merciless efficacy – they are masters at exploiting weakness and will pursue the complete disassembling of the foe with single-minded obsession. It is not uncommon for an enemy force to be left brutalized in the wake of a Spectres Spear Clade; neither is it unheard of for their disfigured bodies to be displayed prominently. War, after all, must be waged on levels mental as well as physical. http://i.imgur.com/BRTl6i8.jpg Ill met by moonlight - an unfortunate Tau Pathfinder stumbles upon a Sable Spectre. No doubt the meeting is over quickly. Some fanciful beliefs hold that the first Sable Spectre was charged by Belisarius Cawl to wage war in this fashion, for no others would have the gumption to take such an undesirable duty. Most scholars disregard this as romanticised drivel. It is more likely that they were simply let slip by Cawl onto the galaxy’s darkest reaches, as a master looses the chain binding a savage hound when a thief enters his house. Those who have met or encountered the Spectres in person often report being intensely discomfited while in their presence, which is hardly surprising given their approach towards warfare. At best, the Primaris Astartes of the Sable Spectres are walking weapons; cold statues capable of movement and speech – and at worst they are singular avatars of destruction. When a man leaves Wirral to become a red-eyed ghost, it is as if he also becomes the embodiment of the planet itself: all at once the knight in the castle and the monster in the woods beyond it. The Chapter, being involved in constant operations, is almost perpetually under strength. Their fondness for unending engagement is another relic of Wirral, a tradition of wandering knights who forsake their keeps and seek out the mightiest adversaries to slay in the woods. It is for this reason that once a target has been identified, no matter the odds, the Sable Spectres will move to find and destroy it... http://i.imgur.com/OSkpG3A.jpg …or die trying.
  10. Hello everyone! So, as a brand new venture, I'm getting involved in a little "Tale of Gamers" style thing with a couple of people locally; we're building up new armies from very modest beginnings (or in my case, from scratch). The intent is to fully build and paint each month's purchases ready for a battle at the end of the month. So, after considering various options I've decided to go for a force from Codex BA! I'm going for a successor chapter of my own devising, with the familiar successor trait of being just as dangerous to allies as to foes. I want these guys to be gore-soaked madmen, whose usefulness to the Imperium is largely thanks to the efforts of the Chapter's command structure to aim them in directions that reduce the possibility for collateral damage as far as possible. I realise this isn't the most terribly original backstory for a BA successor, but there we go. I wanted to really emphasise that battle-worn, blood-soaked look so came up with a scheme I hope will showcase that: For my first purchases I've managed to obtain a Gauntlet Tactical Squad box, a Death Company box and a Deathwatch Chaplain. I know there's quite a few bits on offer here and I have some flexibility from my bits-box for additional things. I don't consider myself to be "gamey" and for me it's better that the models look awesome and a game is fun, rather than winning. That said, I also don't want to be punched about every game. I know that both opposing forces are going to be Astartes based: a 13th Company Space Wolves force, and a Nurgle Chaos Marine force. With that in mind, my initial thoughts for the first 500 points are: Chaplain with Jump Pack - 105 Tactical Squad (10 strong) with Combi-Plasma*, Plasma Gun* and Heavy Flamer - 175 Rhino - 45 Death Company (5 strong) with Jump Packs and 4 Power Weapons - 175 At this point the increased toughness of the Nurgle Marines is my main concern, which is why I've opted for Plasma in the Tactical Squad. They should also be able to threaten the Rhino I suspect will appear without having to have any dedicated anti-tank at this level. Heavy Flamer is still strong enough to be wounding them on 4's so I figured that was a worthwhile purchase. As for the Death Co, I figure that they're putting out 20 attacks at S5 on the charge with re-rolls from the Chaplain, so it's better to go for swords for the AP3 than for any additional strength. I'd be very grateful for thoughts and/or feedback! NB - I wasn't actually sure where to put this one and considered Liber Astartes, Army Lists and Work In Progress, but settled on BA General as it's probably going to be a combination of all three topics. I'm sure mods will move if that's not appropriate (in which case, apologies) EDIT - Link to the formative Sanguine Eagles Index Astartes over in the Liber
  11. Just some theorycrafting house-rules to help out some struggling weapons, mechanics, and strategies. The biggest 3 IMO that I'm fiddling with here are the lackluster nature of old Template/Blast weapons (I think a primary reason horde units are so ridiculously good right now), the difficulties in characters with aura buffs keeping up with combat focused units compared to the ease in which they can keep the buffs on ranged units, and how the "Fall Back" rules heavily punish combat units with little counterplay involved. So first, the wordiest of them all. The "Heroic Intervention" rules, included here for reference purposes only. “After the enemy has completed all of their charge moves, any of your CHARACTERS that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.” Addendum to Heroic Intervention: Really wordy, and I'm working on shortening it down, but I wanted to make sure you couldn't "conga chain" characters, couldn't have characters who are vehicles trigger, or have vehicles bring characters along for the ride, and wouldn't let you run characters into other units or bypass Overwatch using rubber banded characters or the like. It should work that squads of infantry, cavalry, or bikers can sorta "drag" a single character along with them if they make a successful charge, hopefully bringing said character into the combat and not requiring you to daisy chain a few models in the back to keep them within the characters aura range, and also prevent a character from making it into combat alone to get beat on by an entire enemy unit when his (or her) backup fails their charge instead. Let me know what you guys think. Now onto the weapons. Ohh how far you have fallen ohh flamers of old. Went from gutting squads of bunched up horde units with a single shot, to barely killing a single lonely t3 5+ save model; while also almost doubling in cost. For shame. Anyway, heres my fix. I haven't spent the time to go through every armies entire armory to figure out exactly which weapons with variable shot numbers used to be blast/template weapons, but I think it is almost all of them, and I can't think of any random shot weapons that are currently dominating. So with this, a Flamer for example, would cause 2D3 hits on a unit with 1-5 models in it 3D3 against 6-15 models 4D3 vs 16+ models, capping there. A Thunderfire Cannon on the other hand, would do 4D3 vs 1-5 5D3 vs 6-15 6D3 vs 16-25 7D3 vs 26-35 and 8D3 vs units of 36 or more If anyone knows of any weapon that shouldn't be included in this (Other than the obvious Grav Flux Bombard that gets a better version to begin with) let me know. AKA any random shot weapon that is already amazingly good now, probably doesn't need it, but I can't think of any off hand that are actually even in the "good" category of weapon when compared to their set number of shots counterpart, except maybe the Predator Autocannon, and since the only types of predators I see are the ones who are tank killers, giving the Destructor pattern of Autocannon+Heavy Bolters extra horde killing power doesn't seem gamebreaking. Edit: Almost forgot Primaris Units, would definitely leave off the plasma equivalents that Inceptors use that fire 2d3 plasma shots each, that'd probably be a bit insane. (Why GW didn't just have them fire 2 shots per gun I'll never understand) I feel Plasma Cannons and the Plasma Destructer on the Relic Predator/Leman russ are fine with the rule, their really not all that great right now, their very expensive to be firing at chaff infantry, and if you overcharge, rolling more shots means more chances to roll 1's. Finally, the Fall Back rules. How does this sound like for a small helping hand to units that are left out in the open when an enemy unit runs away. It's a bit situational, but potentially very powerful, letting you move your melee unit potentially into cover or even LoS blocking terrain, or out of rapid fire range of a counter-strike unit, etc, and I feel like you should be able to use it more than once, in case you need to move both a unit and a character from the same previous combat, etc. Feedback and such is welcome, hopefully will be getting a game in tomorrow evening Stateside to try out some of them.
  12. The Ashen Blades Thought for the day: "Between the stars the ancient unseen enemies of mankind wait and hunger. Every voyage into the nothing is a confrontation with horror, with the implacable things of the warp, and with man's own innermost fears." "Survival is no birthright, but a prize wrested from an uncaring galaxy by forgotten heroes." "When aid did finally reach us, it came from a totally unexpected quarter. However, in addition to the wargear and the ships and the 'reinforcements', also came the grim realisation that our fears were justified, and that our brotherhood truly was destined for extinction. Not through the crucible of war or the machinations of our enemies, or even from the malignant horror that has torn the whole galaxy asunder, but from that harshest and most inescapable of fates. Obsolescence. The Chapter will endure, even if our kind will not. We will keep our colours and heraldry, as a reminder of all that we were and all that we have lost. But we take a new name, to remember till our last breath the broken blades that have been reforged amidst the ashes of our own home world." "Vengeance is your sword. Hatred is your shield. Loyalty is your armour."
  13. I tried my hand at updating the detachment rule and stratagems to make something that's a bit easier to activate and simpler to track. Detachment Rule Deeds Worthy of Saga Legendary deeds in the midst of battle are an intoxicating mead. Those who witness them are inspired to greater feats of daring and valour, determined to prove themselves worthy of their champions. When an Oath of Moment target is destroyed, until the beginning of your next Command Phase, weapons equipped by units with the Oath of Moment ability gain the Sustained Hits 1 ability and improve their AP by 1 on a Critical Wound. If the Oath of the Moment target was destroyed by a Character, units with the Oath of Moment ability Critical Hit on a roll of 5+ until the beginning of your next Command Phase. Stratagems Armour of Contempt (1 CP) CHAMPIONS OF RUSS – BATTLE TACTIC STRATAGEM As per C:SM and other detachments Saga of the Beastslayer (1 CP) CHAMPIONS OF RUSS – BATTLE TACTIC STRATAGEM With the scent of blood in the air and the rushing joy of battle surging through every true warrior’s hearts, even the greatest quarry can be brought down. WHEN: Fight phase. TARGET: One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1. If a MONSTER or VEHICLE unit has been destroyed by your army, until the end of the phase, such weapons have the [LANCE] ability as well. Saga of the Bear (2 CP) CHAMPIONS OF RUSS – EPIC DEED STRATAGEM Lorem ipsum. WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If the unit is Below Half-Strength, models in your unit have the Feel No Pain 4+ ability instead. Saga of the Hunter (1 CP) CHAMPIONS OF RUSS – STRATEGIC PLOY STRATAGEM Having stalked their prey or run them to ground, all that remains is to go for the enemy’s weakest points, to rip them apart in a furious bloodletting. Onlookers are stricken with terror at the bloody spectacle, an instant before the sons of Russ pounce upon them. WHEN: Fight phase TARGET: One ADEPTUS ASTARTES unit from your army that destroyed one or more enemy units this phase. EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move in Unit Coherency and within Engagement Range of one or more enemy units. In addition, if the target unit destroyed the Oath of Moment target as part of being eligible for this stratagem, each enemy unit within 6" of your unit when it ends that Consolidation move must take a Battle-shock test. Saga of the Wolfkin (1 CP) CHAMPIONS OF RUSS – STRATEGIC PLOY STRATAGEM Once their blades and claws run red with the enemy’s blood, nothing will hold the savage sons of Russ back from new prey. WHEN: Your Movement phase, just after an ADEPTUS ASTARTES unit from your army makes a Fall Back or Advance move. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Until the end of the turn, your unit is eligible to shoot even though it Fell Back or Advanced this phase. Your unit is also eligible to declare a charge against the Oath of Moment target. Saga of the Warrior Born (1 CP) CHAMPIONS OF RUSS – EPIC DEED STRATAGEM The greatest champions amongst the sons of Russ must take the fight to the enemy, leading by example to uphold the honour of their Chapter. WHEN: Your Charge phase, just after an eligible ADEPTUS ASTARTES unit from your army is chosen to charge. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Add two to the unit's Charge roll. If the unit is charging the Oath of Moment target, then their equipped melee weapons gain the Sustained Hits 1 ability until your next Command Phase. Saga of Majesty (1 CP) CHAMPIONS OF RUSS – EPIC DEED STRATAGEM Lorem ipsum WHEN: Fight phase TARGET: One ADEPTUS ASTARTES CHARACTER unit from your army that has not been selected to fight this phase. EFFECT: CHARACTER models in the unit gain the Fight First ability and their equipped melee weapons gain the Precision ability until the end of the phase. If attacking an enemy unit within range of an objective marker, you can also re-roll Wound rolls of 1. Enhancements As per the official detachment rules.
  14. Hey all, I've spent time this weekend writing my thoughts into a more coherent form. Still heavily WIP, but with nearly 4000 words I think there's enough meat here to get feedback from those whom are both better writers and more in-tune with the lore than I. Please let me know your thoughts! INDEX ASTARTES: TIMBERWOLVES The Timberwolves are a Loyalist Space Marine Chapter created during the Ultima Founding in response to a direct request by Inquisitor Ra’lesh for a protective Astartes force at the western edge of the T’au Fifth Sphere of Expansion. Initially made in haste from Primaris of various lineages to serve the immediate needs of the Canidae system, much of the original “Greyshields” force was decimated in the first T’au invasion of the tribal world Canilus before they could establish a foothold in the region. Only a miraculous, mysterious, assistance prevented the nascent force from being erased almost before it could be recorded in the halls of Terra as an official chapter. Through the subsequent rebuilding, the chapter’s genetic makeup has been established to be of Raven Guard lineage. The Timberwolves are one of the rare chapters who integrate with the local human population, its brothers sitting in council positions and heads of families in the local tribes from which they recruit. While maintaining an incredible stronghold on their home world, the Timberwolves also act partially as a crusading fleet, cycling battle companies between defense of their homeworld and crusading throughout the local region. CHAPTER HISTORY CHAPTER ORGANIZATION CHAPTER COMBAT DOCTRINE CHAPTER BELIEFS CHAPTER HOMEWORLD CHAPTER GENE-SEED NOTABLE TIMBERWOLVES CHAPTER FLEET CHAPTER APPEARANCE
  15. From the album: Iron Inspirit

    The symbol of the Iron Inspirit
  16. 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.
  17. *I hereby declare this challenge complete* Jumping headlong into the Liber challenge I present The Order of the Blushing Maiden http://orig03.deviantart.net/3cc8/f/2015/082/d/d/sister2_by_63mh8-d8mswtg.png Order name: Order of the Blushing Maiden Home planet: Joutinheim Name of its Founder: Hospitaler Coulette Notable Sisters: Saint Isabel, Sister Mary Notable Allies: Joutinheim 798th Armored Regiment. History: Significant battles joined: Repelled the Arch-enemy's invasion of Joutinheim, currently fighting the Foul Xenos Orks on Oricron VI. Read up on their battles here Comments, critiques, Advice, is always welcome.
  18. Hello, battle brothers! I hear the call of the God-Emperor and joined the Imperial Guard! I decided on the Imperial Guard because I think the ideia of ordinary people facing the biggest threats in the 41st millennium incredible. Also, besides that if we were at that time I would certainly be one of them and not an officer or space marine. To my first army I choose a homebrew regiment to start my army, the "Sons of Cadia" [thanks Sanctus Reach for the name] Lore: After the controversial events of the supposed fall of Cadia [Cadia Stands! The Inquisitor keeps on alert], the survivors of the old world spread across the Imperium. However, the example of Cadia and its inhabitants remains a model of honor and power of the God-Emperor and humanity. Therefore, Cadia remains, and the men and women who for some reason were not at the time of the arch-enemy's troop's disaster must keep Cadia's legacy alice. We are the Sons of Cadia and we always stand! Battle-cry: For Cadia and his Sons! Colours: Green and Black Fatigues: Green (more dark than 8th regiment) Flak Armour: Black (as a sign of mourning and respect for the fallen comrades) Emblem: Winged circle meaning the bless of the God-Emperor Crossed Lasguns meaning our weapon and meaning of fight But I can't decid the colours, first (white) or second (green). What you think? On the side, attached, are some images to ilustrate my ideia. C&C are welcome, also tips. The first enlisted: Commissar Dallas
  19. Following on from my custom vehicle, I found myself inspired to create more. In deeply unoriginal vein, the Ash Wastes made me think of the Mad Max franchise, but in true GW fashion I wanted to ensure I had my own, theoretically-protectable IP… Merodach’s Wyldsteppe Ravagers are a gang created using the Outcast Gangs rules from Book of the Outcast but also the new vehicle rules from Book of the Outlands. There will be models, but first here is a list of what I am hoping to put together: Merodach’s Wildsteppe Ravagers (Affiliation: House Escher) Merodach the Koriophage (Leader) Brawler archetype; counts-as chainaxe and [need to decide on other weapon] Dagan the Akontist (Champion) Survivor archetype. Counts-as chainglaive. Anunit the Ktenorhete (Champion) Wyrd archetype; shock whip and fighting knife. Petrach the Phyrr-Cat (Exotic Beast) Five gang fighters: 2 Thumalepts - Neriglissar and Balathu one with counts-as chainsword and [need to decide on other weapon]; one with count-as 2-handed axe. 3 Pediadromes - Monireh, Beltis and Yltani Each with axe and [need to decide on other weapon] Vehicles: The Kataphalque [Large Custom Vehicle] Transport bed; ram; smoke vents; front long las; rear, left and right harpoon launcher. The Sirrush (Furious Snake) Medium Custom Vehicle. Ram; nitro burners; front auto guns. 2 Scum racers (crew) - Nephi and Seph-Seph.
  20. Just wanted your thoughts on my homebrew Blood Angels successor, (no name yet). Not done any painting in ages and am pretty pleased.
  21. Knight House Romlas Title: The Jannissary Court of House Romlas Household Rank: Secondus Patent: Warrant of Imperial Immediacy recorded .930 M30. Allied Legions/Forgeworlds: Bound servants of Forgeworld Iskolaa Warden Domain: The Locast Plains, Forgeworld Iskolaa Cogonem: None Motto: We are Bonded in Ruin! Alliegence: Fedelitas Constantus The tale of House Romlas is full of darkness and misery. Initially founded when a Knight World title was granted to the world of Peltan, House Romlas was one of five noble houses to settle on the world. Peltan was a relatively gentle world for a Knight House, with vast plains for agricultural herds and high mountains perfect for Knight keeps. The local fauna was dangerous to the human colonists, but with five strong Knight houses the conditions improved greatly. Unfortunately, the coming Age of Strife threw Peltan's pastoral lifestyle into chaos as multiple incurions by xenos raiders decimated the human forces. After millenia of struggle, records show House Romlas and their brethren at last broke the final xenos bands and reclaimed their world purely for humanity. This was not to last, as the treacherous xenos (still unknown to the Imperium, though the mysterious Eldar stand high in investigators theories) had seeded Peltan with a genetic timebomb. When the nearby Forgeworld Iskolaa sent out Explorator fleets, Peltan was discovered to have been changed beyond all recognition. Once grass-clad plains had become disease-rotted marshes, the air itself toxic and foul. Magos Biolagis adepts were startled to find the remants of the human colony clinging to life in the mountain fastnesses, reduced to near-feral levels of technology and culture. Locating what had been House Romlas' seat of power, the Locast Keep, the Magos of Iskolaa found buried in the mountainside an enormous sealed vault of Knight armor. Retrieving old databanks and combining them with the feral tribe's oral myths, the tech-adepts learned that the Knight Houses of Peltan had acted swiftly when the genetic plague erupted by sealing all their armor in Locast Keep and attempting to shepherd as many of the colonists as possible to the hopeful safety of the higher mountains. It is unknown what happened to the last scions of the Knight Houses, but the tribes' stories speak of ancient warriors that faced death clade in naught but skin, welcoming the deadly plague-spoors. The adepts of Iskolaa made the decision to take all the Knight armor and the remaining feral humans from Peltan, leaving the world to decay and rot. Forgeworld Iskolaa became the new home of the former Peltans, and soon the Taghmata Iskolaa took control of the tribes. The vast majority of the former tribesmen were inducted into the Skitarii of Iskolaa, to bleed for the Forgeworld in thousands of battles. A few though, were destined for greater things. House Romlas was birthed anew, on the renamed bedrock of the Locast Plain. The Magos of Iskolaa gene-screened and selected the best and brightest of the former tribes and forgeworld workers to become the new House. Pyscho-indoctrinated and mechanically-augmented, these new scions strode to war in both the recovered Knight armor from the old houses and newly forged suits from the factorium of Iskolaa. The Binary Council and the Lord-Korbaci Perhaps unique among the Knight Houses, House Romlas is governed by a council of eight, headed by the elected Lord-Korbaki. The Lord-Korbaki is not a King, but the first among equals, and has the final deciding vote on all matters pertaining to war. The Binary Council rules the Knight House, and wherever House Romlas strides so does the will of the Council. The ruination of their ancient Houses and former homeworld has left House Romlas with a grim duty to scour the stars of the enemies of Man. The motto of the House states both their purpose and status, "We are Bonded in Ruin", for the Knights of Romlas bring about burning destruction at the bidding of their Mechanicus masters. The Lasthold and the Scarving The Lasthold is the vast fortress of House Romlas. Massive tracts of desolate rock stretch from tall, black walls constantly washed in the oily hydrocarbon rains of Iskolaa. On these barren plains do the Knights of Romlas train in their arts of war. Gouts of fire, lances of energy, and the thudding reports of hard rounds echo on firing range, while massive servitor-forms in combat arenas get cut down by revving chain-weapons and crackling fists. Deep in the depths of the Lasthold is the Scarving chamber. The magos of Iskolaa use the chamber to bond the scions of Romlas to the will of the Mechanicus. Ranks of ancient steel cylinders line the chamber, each with room for a single Scion's body. The cylinders are comprised of psych-scourges, pain-goads, and memory blanking augers- this is the Scarving. By going through the Scarving, Romlas Knight pilots are permanently bonded to the Mechanicus of Iskolaa, loyalty coded and emotion-repressed deep in their brains. This process makes the scions cold and distant when interacting with their Imperial allies and has led to a reputation of a House that is utterly without emotion and capable of any act of destruction against their enemies.
  22. Just getting back into the hobby after being gone for about 9 years. Making my own chapter that was founded after the first Terran Crusade by the Black Templars and Imperial Fists. Think World War stormtrooper types. Use BT rules. C&C welcome. Plan on adding some fluff as I go also
  23. Posted with permission of Brother Tyler. Also posted in 'News, Rumors, and Board Announcements forum'. Hi everyone. My name is Rob and I run a group on Facebook about fandexes and other homemade rules for GW games. In response to the war in Ukraine, we have decided to create a compilation of homemade rules and share them online to raise money for The Red Cross. We have checked with GW legal who have given us their permission to do this. We're hoping to get everything ready by mid-late April. If you have any homemade rules or codexes for 8th/9th edition 40k, and would like to contribute to the project, please either post them in the fandexes group on facebook or here, and I will add them. Please note that we cannot accept alternative versions of official codexes, but we can accept alternate versions of the main rules. If you have anything else that you would like to share such as rules for necromunda, it's okay to post this but to minimise any delays to publication we're just including rules for 40k for this annual. We are also keen to find volunteers for the graphic side of the project. If you are an artist or have experience in using photoshop, publisher or similar software and can help, please let us know what you can do. Thank you. Rob
  24. Posted with permission of Brother Tyler. Hi everyone. My name is Rob and I run a group on Facebook about fandexes and other homemade rules for GW games. In response to the war in Ukraine, we have decided to create a compilation of homemade rules and share them online to raise money for The Red Cross. We have checked with GW legal who have given us their permission to do this. We're hoping to get everything ready by mid-late April. If you have any homemade rules or codexes for 8th/9th edition 40k, and would like to contribute to the project, please either post them in the fandexes group on facebook or here, and I will add them. Please note that we cannot accept alternative versions of official codexes, but we can accept alternate versions of the main rules. If you have anything else that you would like to share such as rules for necromunda, it's okay to post this but to minimise any delays to publication we're just including rules for 40k for this annual. We are also keen to find volunteers for the graphic side of the project. If you are an artist or have experience in using photoshop, publisher or similar software and can help, please let us know what you can do. Thank you. Rob
  25. So, came up with a new chapter after Devastation of Baal basically killed off my previously chosen named successor, but I can't be too mad, as starting from scratch has been kinda fun. Still quite a bit of work left to do, but it's not a bad start. Chapter: Crimson Oracles Erythrean Prognosticators Chapter Heraldry: Blue/white winged blood drop, on black Codex: Blood Angels Colour Scheme: Crimson Armor; Bone Right Shoulders, Black Right shoulders with alternate knees Allegiance: Fidelitas Totalis Extremis Battle Cry: In Morte, Sumus Victorius (In Death, We Bring Victory) Noted Excellence In: High Intensity Warfare, Strategic Decapitation Strikes, Planetfall Insertions , Multi-Vector and Sub-Orbital Attack, Void Warfare Homeworld: Nimloth Bordering Segmentum Obscurus and Ultima Segmentum Sector Arboreteum, Sub-sector Nimloth Neighboring Regions: Helioret, Cyclops Cluster, Coronid Deeps, Agatheon Domain, The Frost Gyre Founding: 2nd Founding Chapter of the Blood Angels Primarch: Sanguinius Fortress Monastery: Nimlothrin Non-Standard Organization and Doctrinal Specializations; Quote: Knowledge is a power as lethal as any blade, as much to the wielder as to his foe. Wield it well, in the Emperor’s name. ~ Brother-Oracle Zophiel Specialist Formations: Preferred Enemy: Aeldari Corsairs, Pirates, and Chaos-Aligned Raiders originating from the Frost Gyre and neighboring warp storms in the Coronid Deeps Gene Seed Mutations: While they keep it a secret from all outside their Chapter, the Crimson Oracles suffer the dual gene-curse of Sanguinius; the Red Thirst and the Black Rage. Unique Rituals: Oath: Allies of Renown: Imperial Knight House Orhlacc: Titanicus Terranic Ordo Sinister: Forge-Moon of Valnex Chapter Relics: Recruitment Process: Successor Chapters: None Known Notable Engagments: This is a compilation of what records could be found of the Crimson Oracles Chapter of Astartes in the Imperial Archives. Defence of Helioret c.967-969.M30 The Scouring: (~M32) The Pentarchy of Blood (860-940.M33) Great Malagantine Purge (770-791.M38) Angevin Crusade (322-384.M39) Downfall of the Heretic Priests of Syrinx (~590.M41) The Devastation of Baal: Notable Members:
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