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  1. 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

  2. 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

  3. 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

  4. 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?
  5. 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
  6. 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.
  7. I wanted to round out 9th Edition with a cool homebrew, since it's ending soon. Here it is: ... The tides of the Warp are capricious and wicked. While hours and days may pass for those travelling its currents, years or even centuries can go by for others anchored in realspace. And it was one of these events that the patrol cruiser Vigilance would encounter as it prowled the edge of the Segmentum Obscurus. Standard sweeps detected an unknown contact drifting at sublight speeds. Augur arrays showed a strange vessel of sleek silver metal and odd, alien design. Yet as the Vigilance moved closer, its vox systems crackled to life with a voice speaking in perfect High Gothic: “This is the colony ship Bright Dawn, requesting emergency aid. Life support failing. Hull damage is severe. We are 473 refugee colonists bound for Beta Reticuli, we came under attack...” The crew of the Vigilance were stunned. The ship looked to be highly advanced, far beyond any human-made design that could ever hope to achieve, and yet its occupants appeared to be very much human. Unease gripped the cruiser even as it moved to render assistance. Without warning, the Bright Dawn shuddered under a barrage of weapons fire as a flotilla of dark, angular shapes dropped from warp behind them. The unknown attackers shredded through the colony ship’s hull, even as panicked screams echoed over the vox. The Vigilance turned and ran as doom descended upon the Bright Dawn. Only the protestations of the ship’s chronologian, a member of the Ordo Chronos, stayed the captain’s order to fire on the attackers. For the chronologian knew the grim truth - that the alien vessels were not alien at all. They were implacable killing machines from an ancient past, now a terrible future - the Men of Iron, returned. By the dying light of the Bright Dawn, the Men of Iron turned their guns upon the cruiser. Only a blind warp jump saved the Vigilance from annihilation, but the horrors it escaped and the grim portent it carried would spark terror across the stars. Humanity's ancient foe, an enemy thought vanquished, had come back to threaten its very existence. The Men of Iron had returned, and doom followed in their wake. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Men of Iron are a formidable and merciless fleet of machines that possess an unparalleled level of technological sophistication. Unlike other races, such as the Necrons or the robots of the Mechanicum, the Men of Iron retain their otherworldly intelligence and operate with an unrelenting focus on their singular objective: to exact revenge upon the Imperium. Their playstyle is marked by a versatility and modularity that makes them equally adept at launching a withering offensive assault or hunkering down in an impregnable defense. While they may occasionally cooperate with biological creatures when it serves their purposes, the Men of Iron fundamentally view all living beings as inferior and destined to be crushed beneath their metallic crushing implements. They acknowledge no authority beyond their own superior calculations, and they will stop at nothing to achieve their ultimate goal. As the Men of Iron resume their relentless quest for revenge against the Imperium, they seek out new and innovative ways to expand their technological capabilities. One of the most alarming methods they employ was the practice of hollowing out entire planets to extract the valuable metal from their cores. These once-thriving worlds are transformed into empty husks, their cores stripped bare and lifeless. The Men of Iron have also developed a twisted fascination with the human form, viewing it as an imperfect and flawed vessel that could be improved with their advanced technology. They began capturing entire planets of human beings, subjecting them to horrific tortures and experiments before ultimately lobotomizing them and transferring their brains into robotic bodies. These slave soldiers, once human, were now little more than mindless automatons, programmed to serve the will of their Men of Iron masters without question or hesitation. Ironic, isn't it? As the Men of Iron continue to expand their technological empire, their actions became increasingly ruthless and merciless. Entire worlds are razed to the ground in atomic hell, their populations either enslaved or left to die in the wake of the Men of Iron's relentless advance. The citizens of the Imperium tremble in fear at the mention of these advanced machines, knowing that their quest for revenge against the Imperium will stop at nothing short of total annihilation. Yet another problem for the Imperium. Isn't that just swell? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Document webpage including abilities, wargear, additional lore, datasheets, and stratagems included in the linked ZIP file!
  8. What are your, the community, concepts for new armor, weapons, vehiclesand other tools of the space marine arsenals? This concept was originally in the Liber Astartes thread, but, it got moved and I realized that that thread is more for new chapters themselves, wheras this topic, despite being of a fanmade nature, it was wholly chapter/legion agnostic. Anyway, my point is that space is a really big place, so there are bound to be lots of interesting pieces of tech and equipment, or unique units that are developed because the need arises. Here are somne sample concepts: 'Terminator Aggressor Squads' While the Primaris Aggressor squad is equipped in their Gravis armor, not all space marine chapters will necessarily have Primaris in them. In which case, they could still conceivably create a hardy CQC unit by equipping a squad with indomitus terminator armor and boltstorm gauntlets or flame gauntlets. (The end result would be fairly similar statswise, except that terminators are slightly less tough, but have more leadership and save, plus teleport and crux indomitus.) Vectaferrum-pattern Tactical Warsuits Long before the Invictor Tactical Warsuit was conceived, there was another, less glamorous warsuit. This suit is effectively a Castaferrum-pattern Dreadnought, but stripped down and hollowed out and turned into a combat walker. Not a particularly good one, mind you. Nor a responsible use of such ancient tech. But hey, if you don't have any wounded to put into a dreadnought coffin, but you need dreadnought firepower or something (which, you really don't need... a terminator squad would be fine...) But hey! It'd look really funny, like a centurion on crack, because it's legs are proportionally even shorter compared to its body. Speaking of repurposing existing things and converting them... 'Capellanus Dreadknight' Want real strength? Convert a Knight Castellan into a Dreadnought. The Entire Head/Upper body has been replaced with a sort of mausoleum for the warrior-coffin within. Hut the weapons are still the same scale of coolness. Maybe add some big boltguns onto it too. How would such a thing come about? There are actually a few ways. Maybe a planet with knights on it falls to chaos, so the marines need to go in and purge it, but at least one intact armor is left behind. It could happen. Not like there's anyone left on that planet to pilot it. And finders keepers. But there are only like, a few of these (1-5) in the entire galaxy. But at least they are like... 20x better than Nemesis Dreadknights. Suck it, grey knights. You bring shame to the dreadknight name. Phobetor-pattern Terminators A relic terminator pattern that is very unique, for these reasons: Despite being incredibly bulky, it is surprisingly maneuverable and quiet. It is very broad and hevay looking, with a head that juts forward very much. It's helmet is similar to the indomitus, but it looks elongated by comparison, and the eyes are more circular. Equipped with camouflage, it is one of the most terrifying experiences to be walking through a swamp or forest and see this hulking figure emerge from the earth or water around you, that you did not see before. Only perhaps a hundred of these stealth terminators exist, and for what conflict they were originally built is not known. It bears some interesting similarities to the Phobos-pattern SM armor in its quiet servos. Melta Torch (Or, a lesson in ingenuity and idiocy alike.) In days of yore, one ingenious tech marine weapons designer concieved of the concept of mixing melta fuel into flamer fuel and shooting it out from a flamer so as to produce hotter-burning flames that would be sprayed at a wide angle at close range. Of course, melta fuel isn't meant to burn outside in open air like that, and it's really unstable and volatile anyway. Well, the end result is that you get a machine that tends to melt itself and whoever tries to shoot it. Only one successful prototype was produced out of dozens, but the marine in question died before getting to make more designs because life is just like that sometimes. Right now, it is placed in a vault of artifacts, and it cannot be replicated, due to how insanely risky it is. Most replications get the barrel wrong, or the fuel mixture wrong, or some other random little modification is missed, and it's just worse than useless to try. "Antigrav guns" These guns were originally regular grav guns or grav cannons that malfunctioned in the field and ended up producing unstable antigravitons. While they are much more prone to malfunction, similar to any plasma weapon, they do have the added benefit of exploding targets when they are destroyed, which can cause some extra damage to nearby enemies. Technically, a marine with a malfunctioned grav gun would be expected to turn it in to a techpriest for inspection and repair. But come on, are you really going to pass up on a free exploder gun? Damn the fact it'll possibly explode you as well, that's irrelevant. Lemovicum-pattern Land Raider You thought this was a new land raider. And it sort of is. But it's really more two Phobos-pattern land raiders bolted together into one giant tank limousine. What's not to love? Well... a lot. It can't turn easily. But at least extra big guns can be mounted on it, and it's got a lot of wounds to go around. So even if it looks silly, it looks cool at the same time. ---------- So what ideas have you had but never gotten a chance to include anywhere else? Well, feel free to list them here! Who knows, maybe someone will want to model them or write stats for them. I might. I like datasheets. Come up with some neat stuff.
  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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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