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Found 15 results

  1. Version 0.8

    1666 downloads

    In this fan-made supplement you will find rules for Battle-forged armies that include Black Templars Detachments. These rules include Abilities, Stratagems, Litanies, Warlord Traits, Relics and Datasheets designed to be used alongside Codex: Space Marines. Together, these rules capture the character and fighting style of the Black Templars Crusades so that they can be played in your games of Warhammer 40,000 9th Edition. The aim of this supplement is to not only capture the spirit of the Black Templars Chapter as they are portrayed in other Games Workshop publications but also maintain the streamlined game design of 9th Edition.
  2. https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/ Quite interesting the rules for the new House Cawdor Path, Path of the Prophet. PDF: https://www.warhammer-community.com/wp-content/uploads/2023/11/rvrmGb00tu9IfqRC.pdf
  3. https://www.warhammer-community.com/2023/03/28/vaults-of-temenos-how-do-cawdor-ridge-walkers-stack-up-against-sanctioner-automata/ I love the automatas. My Enforcers needs them desperately. Ridge Walkers are... quite interesant. But the new rules for Saint Patrons looks great and funny in equal measure. Opinions?
  4. Nobody expects the Inquisition after all It doesn't look like much and almost certainly won't be - but it's better than nothing. Here's hoping it adds some much needed options and improvements!
  5. https://www.warhammer-community.com/wp-content/uploads/2022/04/lBLlqvrttJVgyfhC.pdf This is just sooo good! Can’t believe the exploding 6’s rule. Infantry builds will be loving it. Also our indirect fire has remained unscathed! I’m a very happy Kriegsman!
  6. ...I just had a game using a successor chapter build, but I wasn't really sure about the "Hunter's Unleashed" rule. Do I lose that when using a successor chapter or not? I was sure about losing savage fury, but confused about Hu... My opponent generously granted me to use it - he's very fair -, but I now think I was wrong there... Idk, I find the successor chapter rules a bit confusing in general, and it was my first time using them...
  7. Hello, so I know that you can't reroll a reroll * and I've also taken a peek at the rules for making attacks**, but RAW can I reroll a dice replacement? The Thousand Son's Cult of Prophecy spell Divine the Future *** allows you to "... replace a single dice rolled for a hit roll, wound roll..." So, for example: I roll a 1 on my "prophecy dice," could I then replace a 2 on a BS3+ ranged attack with a 1 to trigger the reroll from Lord of the Thousand Sons aura? Thought I'd ask before I try it with a few multi-meltas on Helbrutes. Big Core Rulebook: *200 **203 Codex Thousand Sons 9th: ***46
  8. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=677 File Name: Open Play Black Templars for 9th Edition File Submitter: Brother Sidonius File Submitted: 03 Feb 2021 File Category: Warhammer 40,000 In this fan-made supplement you will find rules for Battle-forged armies that include Black Templars Detachments. These rules include Abilities, Stratagems, Litanies, Warlord Traits, Relics and Datasheets designed to be used alongside Codex: Space Marines. Together, these rules capture the character and fighting style of the Black Templars Crusades so that they can be played in your games of Warhammer 40,000 9th Edition. The aim of this supplement is to not only capture the spirit of the Black Templars Chapter as they are portrayed in other Games Workshop publications but also maintain the streamlined game design of 9th Edition. Click here to download this file
  9. Seeing how this is more of a Grey Knight question, I'll pose the question here, rather on the rules forum. Straight to business, according to the wording of the Nemesis Lord WL trait, the wording is this: "Nemesis Lord: You can add 1 to the Damage characteristic of your Warlord's melee weapon. If you Warlord wields a Relic of Titan that is a melee weapon, chose another Warlord Trait or re-roll this result." Ok, so directing your attention to the the first part of the sentence (underlined), You can add 1 to the Damage characteristic of your Walord's melee weapon. However, here's the interesting bit - what if he wields two? I.e. a pair of Nemesis Falchions. As he wields two weapons, does that mean the Falchions become D3+2 damage (i,e. 1 falchion would become D3+1, and a pair would become D3 + 2, on the account they are two weapons)? Or would only the one weapon get the +1D? The third possibility is that the falchions do the D3 damage and then you add +2 afterward to the result as both weapons benefit from that trait. This would be incredibly spicy if that combination had a potential of 5 flat damage. Thoughts?
  10. Having not had the pleasure of using the chaplain yet in armies I play. Can someone explain how I use the litanies? I couldn't find anything in the 8th edition codex, or ritual of the damned on how exactly they work. Do I roll a dice to activate it? When do I chose them? Do I have to change each turn? What If I am in deep strike and arrive at the end of the movement phase? How do I activate it? If its at the start of the turn, does that mean I don't have one active for the turn I arrive via deep strike?
  11. So my question is this. How does the Vindicare Assassin interact with Tau and specifically when targeting a warlord/character that has the shield drones or any other drone that can be allocated wounds. These are some of the rules for the Vinidicare if you weren't aware. I think they are the relevant ones that would interact in this scenario. Please help me understand how this works? My aim is to obviously snipe the commander without him allocating wounds to any drones.
  12. Ok, so I really hope that this thread is short, but I noticed that my assault sergeants can no longer dual wield pistols. I thought I was getting the hand of the index, but apparently not. This thread is to compile all the stuff we could do in 7th, but cannot do in 8th, so save us model making headaches from the edition hangover. Please present the issues in the form: +What's changed+ +The wording that prevents it (if applicable)+ +Alternative (if any)+ I'll Start. ++++++++++++++++++++++++++ +Change+ Text +Wording+ Text +Alternative+ Text ++++++++++++++++++++++++++ +Change+ Assault marine sergeants can no longer dual wield pistols, or take combi meltas (bye bye meltacide) +Wording+ Most sergeants can pick from the sergeant equipment list, but ASM sergeants can swap their pistol for another pistol or melee weapon, and their chainsword for another melee weapon. They cannot swap their chainsword for a second pistol. +Alternative+ None ++++++++++++++++++++++++++ +Change+ Assault marines cannot take melta or plasma guns anymore, +Wording+ Normal Codex ASM entry, the BA section has no permissions to allow meltaguns +Alternative+ Company veterans with special weapons, although these are more expensive, and have different coloured helms. ++++++++++++++++++++++++++ +Change+ Terminator and Sanguinary guard can no longer include a banner holder +Wording+ Banner Bearers are now individual units +Alternative+ Sanguinary guard can be taken at 4 men strong. If you had modelled a terminator standard bearer, you need to add a new terminator to the unit to make them 5 men strong. ++++++++++++++++++++++++++ +Change+ Death Company thunder hammers now replace both weapons, so no hammer and bolter +Wording+ Death co entry +Alternative+ None. ++++++++++++++++++++++++++ +Change+ Death Company Chaplains no longer exist +Wording+ Unit entry removed +Alternative+ Use normal chaplain, Lemartes or Astorath to buff DC. ++++++++++++++++++++++++++ +Change+ Standard drop pods can no longer carry dreadnoughts, the pods you left the harnesses from to transport dreads arent too useful now. +Wording+ drop pod entry +Alternative+ Use Forge world dread drop pod entry. May be issues with drop pod size. ++++++++++++++++++++++++++ +Change+ Blood Angels named characters and units: Karlaen, Raphen's Death company, Squad Aphael, Cassor the Damned +Wording+ Deleted +Alternative+ Generic unit entries for Termiator captain, Termonator squad, death company, cassor. At least Raphen's loadout isnt so terrible this edtion.
  13. Hi, wonder if the community can help me. I was playing against iron hands the other day and have an issue with Feirros’s student of history warlord trait. My opponent charged a group of my eldar with feirros, killed one in combat which left 3 models in the charged unit. At the end of the fight phase my opponent hen stated he was “consolidating” with Feirros...... so he moved out of combat in the same turn he had charged in. My opponent stated that you consolidate at the end of the fight phase and since feirros’s ability says he can go 6” in any direction my opponent took that as being able to leave combat. Was this being played properly? It seems very powerful
  14. Greetings I was wanting others opinion on the Warlord trait of the Psian Jakals Tempestus Regiment. I don't have the book in front of me but i took this language from another thread on the forum: WLT - Skilled Tracker: Redeploy three 54th PSIAN JAKAL units at the start of the first battle round before the first turn. Question: Can I Re-Deploy my unit into Deepstrike if it has the ability (Scion Unit for example)?
  15. Hi all, So quick question to the community about a Crusade rule. As crusade uses Power Level rather than points, and as say a squad of 6 CSM is the same PL as a squad of 10. If I have a squad of 10 on my roster, is it possible to only take 9 of them for a Crusade game and leave the single model out. my thinking for this is a Rhino has a capacity of 10, if I want to run my Chosen on foot from the start I will run all 10, but if I want them in the Rhino with say a Character can I drop 1 Chosen model from the list so there is space in the Vehicle?
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