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These rules are my personal take on the progression of the Exarchs, as discussed in the How are Phoenix Lords made? discussion, especially starting here. I have made some modifications to my original idea (second link) following feedback and further research. I'll provide the designer's notes separately. The following homegrown rules replace the Exarch Powers rules on pages 105-109 of Codex: Aeldari. EXARCH POWERS The Exarchs of the Aspect Warrior Shrines have long travelled the Path of the Warrior. Their skills honed over countless decades, centuries, and even millennia of war, they are amongst the finest fighters of the Asuryani. If your army is Battle-forged and includes any ASURYANI Detachments (excluding Auxiliary Support and Super-heavy Auxiliary Detachments), then when you are mustering your army, you can upgrade ASPECT WARRIOR units from your army that contains an Exarch model by advancing the Exarch through the Exarch ranks, chosen from those presented here. To do so, select one ASPECT WARRIOR unit that contains a model that has the word ‘Exarch’ in their profile, and select one of the Exarch ranks from those listed here. That unit gains the benefits of that rank and the profile of the Exarch is adjusted as indicated, based on their Aspect. You can also select any CRIMSON HUNTER unit from your army and upgrade that model to be an Exarch at one of the Exarch ranks. When you do so, select one of the Exarch ranks listed here for that model. Make a note on your army roster each time you upgrade a unit to advance its Exarch in rank. EXEMPLAR The unit gains the EXEMPLAR keyword and one Exarch Power. The Exarch’s profile is adjusted to the Exemplar profile shown here. The unit’s Power Rating is increased by 1. If you are playing a matched play game, or a game that uses a points limit, then the points value of the Exarch model is also increased by the amount shown for the selected Exarch Power in the tables here. PARAGON The unit gains the PARAGON keyword. The Exarch’s profile is adjusted to the Paragon profile shown here. The unit’s Power Rating is increased by 2. If you are playing a matched play game, or a game that uses a points limit, then the points value of the Exarch model is also increased by 10 points. REVERED The unit gains the REVERED keyword and one Exarch Power. The Exarch’s profile is adjusted to the Revered profile shown here. The unit’s Power Rating is increased by 3. If you are playing a matched play game, or a game that uses a points limit, then the points value of the Exarch model is also increased by the amounts shown for the selected Exarch Powers in the tables here. ANCIENT The unit gains the ANCIENT keyword. The Exarch’s profile is adjusted to the Ancient profile shown here. The unit’s Power Rating is increased by 4. If you are playing a matched play game, or a game that uses a points limit, then the points value of the Exarch model is also increased by 10 points. ASCENDED The unit gains the ASCENDED keyword and one Exarch Power. The Exarch’s profile is adjusted to the Ascended profile shown here. The unit’s Power Rating is increased by 5. If you are playing a matched play game, or a game that uses a points limit, then the points value of the Exarch model is also increased by the amounts shown for the selected Exarch Powers in the tables here. Your army (or Crusade force) cannot include more than one unit with the same Exarch Power (and no more than one CRIMSON HUNTER model upgraded to be an Exarch). A Crusade force cannot start with any Exarchs upgraded to the Ancient or Ascended ranks, only one Exarch upgraded to the Paragon or Revered ranks, and only two Exarchs upgraded to the Exemplar ranks. To advanced beyond the starting Exarch ranks, you must purchase the appropriate requisitions (Exemplar of the Shrines, Paragon of the Shrines, Revered Warrior, Ancient Warrior, and Ascended Exarch; see later). Note: The “new” Exarch Powers that you see below are all copied verbatim from Psychic Awakening: Phoenix Rising, which was published during 8th Edition. These were chosen because they were different from the three Exarch Powers that are available to each of the different Aspects, most of which have similar names and/or rules to their 8th Edition counterparts. Some of these won’t work under the 9th Edition rules structure, but I’m using these as a starting point. These can be tweaked, replaced, re-named, etc. to give an appropriate amount of variety and work well within the 9th edition rules and Codex: Aeldari concepts. The ideal outcome is that each Aspect has three Exarch Powers that buff the squad and three that buff the Exarch, allowing for tailoring of Exarchs to players’ desires. I’ve omitted the lore portion of each of the “new” Exarch Powers. Note that I have left the Shadow Spectres out, though I hope to explore them later. EYES OF KHAINE, STRAFING ASSAULT, SWOOPING EVASION See Codex: Aeldari page 105. AERIAL PREDATOR When resolving an attack made with a ranged weapon by this model against a unit that can FLY, add 1 to the Damage characteristics of that weapon for that attack. HAWKEYE This model does not suffer the penalty for moving and firing Heavy weapons. AERIAL MANOEUVERING When this model moves, you can pivot it up to 180o before it moves, instead of up to 90o. BRINGER OF DEATH, FOCUSED FIRE, REAPER'S REACH See Codex: Aeldari page 108. DEADLY TOUCH When resolving an attack made with a melee weapon by this unit’s Dark Reaper Exarch, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any other damage. LONG-RANGED FIRE Whilst this unit contains a Dark Reaper Exarch, add 6” to the Range characteristic of ranged weapons models in this unit are equipped with. GRIM VISAGE Whilst this unit contains a Dark Reaper Exarch, subtract 1 from the Leadership characteristic of enemy units whilst they are within 6” of this unit. DEFENSIVE STANCE, SHREDDING FIRE, STAND FIRM See Codex: Aeldari page 106. BLADESTORM Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit. DEFEND Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a melee weapon against this unit, subtract 1 from the wound roll. AVENGING STRIKES Whilst this unit contains a Dire Avenger Exarch and any models from this unit have been destroyed, when resolving an attack made by a model in this unit, add 1 to the hit roll and wound roll. BLAZING FURY, BURNING HEAT, DRAGON'S BITE See Codex: Aeldari page 109. TANK KILLER When resolving an attack made with a firepike by this unit’s Fire Dragon Exarch against a VEHICLE unit, you can re-roll one D6 when making the damage roll. SWIFTSTEP Whilst this unit contains a Fire Dragon Exarch, when this unit Advances you can roll three D6 and discard two of the results. WALL OF FIRE When this unit fires Overwatch, a Fire Dragon Exarch in this unit equipped with a Dragon’s Breath Flamer can make a wall of fire attack. If he does so, instead of shooting with that model, roll one D6; on a 2+ the charging unit suffers D3 mortal wounds. GRACEFUL AVOIDANCE, NERVE-SHREDDING SHRIEK, PIERCING STRIKES See Codex: Aeldari page 107. DISARMING STRIKE At the start of the Fight phase, you can select one enemy model within 1” of this unit’s Howling Banshee Exarch. Subtract 2 from the Attacks characteristic of that enemy model (to a minimum of 1) until the end of that phase. WHIRLING BLADES Add 1 to the Attacks characteristic of this unit’s Howling Banshee Exarch. If that Howling Banshee Exarch is equipped with mirrorswords, add 2 to its Attacks characteristic instead. DECAPITATING STRIKES When resolving an attack made with a melee weapon by this unit’s Howling Banshee Exarch, an unmodified roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. EXPERT LANCERS, HEARTSTRIKE, LIGHTNING ATTACKS See Codex: Aeldari page 107. SWOOPING DIVE Whilst this unit contains a Shining Spear Exarch, when a charge roll is made for this unit, add 1 to the result. BLADEMASTER A paragon sabre that this unit’s Shing Spear Exarch is equipped with has a Damage characteristic of 3. SKILLED RIDER This unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons. CRUSHING BLOWS, DEADLY AMBUSH, SCORPION'S STING See Codex: Aeldari page 108. STALKER Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll. SCORPION'S GRASP When resolving an attack made with a scorpion claw by this unit’s Striking Scorpion Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. WITHDRAW At the end of the Fight phase, if this unit contains a Striking Scorpion Exarch and is within 1” of any enemy models, this unit can make a Fall Back move of up to 6” as if it were your Movement phase. RAPID REDEPLOYMENT, SUPPRESSING FIRE, WINGED EVASION See Codex: Aeldari page 109. RAPID ASSAULT If this unit made a charge move or was charged in this turn, add 2 to the Attacks characteristic of this unit’s Swooping Hawk Exarch this turn. FAST SHOT Ranged weapons this unit’s Swooping Hawk Exarch is equipped with have a Type characteristic of Assault 6. INTERCEPT Whilst this unit contains a Swooping Hawk Exarch, when resolving an attack made by a model in this unit against an enemy that can FLY, you can re-roll the hit roll. SPIDER'S LAIR, SURPRISE ASSAULT, WEB OF DECEIT See Codex: Aeldari page 108. WITHDRAW At the end of the Fight phase, if this unit contains a Warp Spider Exarch, this unit can make a Fall Back move of up to 6” as if it were your Movement phase. FLICKERING ASSAULT Whilst this unit contains a Warp Spider Exarch, models in this unit can pile in up to 6” instead of 3”. SPIDER'S BITE Powerblades that this unit’s Warp Spider Exarch is equipped with have a Strength characteristic of +1 and a Damage characteristic of 2. CRUSADE RULES (The Crusade Rules in Codex: Aeldari remain intact except as noted here.) REQUISITIONS The Exemplar of the Shrines Requisition is replaced with the following: The following Requisitions are also available:
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It's done (mostly)! I feel for now, I can dust my hands off when it comes to speculating about the possible future 9Ed GK Codex rules. In completing this individualised benchmark, I feel I can perhaps form a better personal decision whether our eventual GK Codex ends up being: underwhelming / about the right / beyond expectations etc. I plan to also later calibrate these rules with the upcoming DA/DE/DG Supplement/Codexes etc releases – as well as to continual set more appropriate personal expectations for the GK Codex. In making it as “formal” as possible - I was incentivised to deep dive into not just what I think Id like in 9Ed GK Codex rules, but HOW it’s supposed to actually exist in a proper Codex format too (as I’ve endeavoured to make these rules as play-ready as possible)! This mental exercise forced me to quickly realise what are very likely pipe dreams, and the enormous effort required just to make “easy” or “simple” buffs happen. lol A quick contents of these 9Ed “Beta” rules: • Updated Grey Knights Chapter Tactic • Updated Smite rules • Updated Masters of the Warp rules • Realised Brotherhood sub-faction system • Integrated new Chapter Command upgrades with Brotherhoods/Stratagems • Additional standardised SM Stratagems along with GK specific Stratagems. Page 1 Page 2 Page 3 Page 4 Page 5 Page 6 A breakdown of the Brotherhoods with the abstracted rules to encourage the different GK play styles: • 1st Brotherhood – Techmarines, vehicle transports and flyers. • 2nd Brotherhood – Grand Masters, Interceptors, battlefield manoeuvrability. • 3rd Brotherhood – Librarians, Purifiers and psychic mortal wounds output. • 4th Brotherhood – BroChamps, getting into combat – and then combat! • 5th Brotherhood – Apothecaries, Dreadnoughts and Dreadknights. • 6th Brotherhood – Chaplains, Purgation Squads and infantry shooting. • 7th Brotherhood – Still to be determined. Rules suggestions similar to the other Brotherhoods format welcomed. • 8th Brotherhood – Still to be determined. Rules suggestions similar to the other Brotherhoods format welcomed. Chapter Command upgrades are 1CP strats before the battle. They can be used in any Brotherhood detachment, but if it is used in an associated one - they will cost 0CP!
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