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  1. Alright, I just finished adapting Helena's 2E rules to 8E I've got the rules and notes in pdf form, and I'll post them below. I'll also link my 7E adaptation of Helena thread. I feel like there was other stuff I was going to say . . . but I really can't remember what it was Feel free to ask any questions (actually I'd enjoy answering them). I plan on doing the other 2E characters in the future too, any preferance on who to do next (does anyone even care? I'm thinking of Praxedes or Armandus Helfire). 7E adaptation thread: http://www.bolterandchainsword.com/topic/324975-helena-the-virtuous-7e-adaptation/ 8E adaptation PDF: https://drive.google.com/open?id=0B6I7dUBoJLwfVFp2ajNhQTZ2X3c ----- Helena the Virtuous is an HQ choice Helena the Virtuous M 6" WS 3+ BS 3+ S 3 T 3 W 4 A 4 Ld 10 Sv 3+ Helena the Virtuous is a single model armed with a boltgun, the Rod of Grace, frag grenades and krak grenades. Only one of this model may be included in your army. Faction Keywords: Imperium, Adeptus Ministorum, Adepta Sororitas, Convent Sanctorum Keywords: Character, Infantry, Helena the Virtuous The Rod of Grace (Shooting) Range 6" Type Assault 1 S 6 AP -4 D D3 The Rod of Grace (Melee) Range Melee Type Melee S x2 AP -4 D D3 ABILITIES Act of Faith, Shield of Faith Rosarius: This model has a 4+ invulnerable save Mantle of Ophelia: Once per game, at the start of any Battle Round, you may declare that Helena is using the Mantle. For the duration of that Battle round you may re-roll Rosarius invulnerable saves for Helena. Sacred Rites: You need not roll a D6 at the start of your turn for the Act of Faith ability, you are always assumed to have rolled a 2+. This does not affect further sources of Acts of Faith, such as the Simulacrum Imperialis ability of the Imagifier, for which you must roll as normal. Holy Radiance: Friendly units within 12” of Helena halve the number of models lost each time they fail a morale check. Round fractional models up. Additionally, all friendly units with line of sight to Helena may use her leadership in place of their own. Revered Leader: The first time Helena loses one or more wounds, even if this results in her being removed as a casualty, or when Helena is removed as a casualty without having lost any wounds, all friendly units gain the Hatred ability for the remainder of the game, as described below. When Helena is removed as a casualty, each friendly non-Character unit must immediately make a Morale test as if it were the Morale phase and four models from the unit had been slain that turn. Helena’s Holy Radiance ability grants no benefit to units making this Morale test. The number of models slain is treated as four even if more models from the unit have already been slain that turn, and models lost to Morale tests caused by this ability do not count toward models slain in the turn for Morale tests made during the Morale phase. Hatred: Units with this ability add 1 to their Leadership and can re-roll hit rolls in a turn in which they charged, made a heroic intervention, or were charged by an enemy unit. Additionally, units with this ability may not Fall Back during the Movement phase when within 1” of an enemy unit. Prioress of the Convent Sanctorum: Helena must be your Warlord. Additionally, your army must contain a unit of Celestians as Helena’s bodyguard. This bodyguard unit does not take up a force organization slot, and it can never fill a mandatory force organization slot. This unit may never voluntarily end the Movement phase 3” or more away from Helena. If, in the Movement phase, Helena moves so that her bodyguard cannot end its move within 3” of her without Advancing, they must Advance and move toward Helena by the shortest possible route. ----- NOTES To keep with the rules presentation style of 8E (even if not in terms of formatting) I have not included any flavor text. It’s worth reading though. I did refer to my notes on the 7E adaptation of Helena as I made this (I made rather extensive notes). The 7E adaptation and notes are linked at the top of the thread. Profile: Adapted using the profiles below. Move is 6” like all humans, and have been omitted from the profiles. The Canoness profiles were used as a baseline for how Sisters profiles have changed since 2E. The WS is the tricky one for me, Helena’s was slightly weaker than the base Canoness, but the 8E system of WS is less granular than in previous editions. Celestine and the basic Canoness are the only models in the Sisters army that have a WS of 2+ in 8E. In order to maintain that Helena has slightly worse WS, I have set it to 3+, though it really should be a 2.5+ (if that were possible). Her BS was even more less than the base Canoness, so a BS of 3+ makes sense for her. On the other hand, both BS 7 and 5 hit on a 2+ normally, but again, 8E does not offer us the granularity of previous editions. I am erring in favor of preserving Helena’s stat differences with the base canoness, at the risk of statistically widening them. Her 2E incarnation had 1 less toughness than the basic Canoness. To represent this (as well as to perhaps balance out the power of her abilities), I have set her wounds to 4, 1 less than the base Canoness in 8E. This is one of the few stats in the 8E Canoness’s profile that is high enough that there is some wiggle room. Helena ignored psychology and break tests in 2E, and she’s quite the important, influential person in the Sororitas, so I have set her Ld at 10 even though in 2E it was equal to the base Canoness’s. (Profiles in PDF, I'm not going to retype them here, sorry . . . ) Weapons: Targeter and purity seals remain dropped as they no longer have rules. Krak grenades added since they are standard for all Sisters. The Rosarius is an Ability now, rather than a piece of wargear or a weapon. Abilities: Act of Faith and Shield of Faith added as standard Sisters abilities. The Rosarius is an ability rather than a piece of wargear now, so it’s listed here (standard rosaries rule for 8E). Helena’s other abilities are described individually below for (relative) ease of reading. Mantle of Ophelia: Since this isn’t a weapon, and the Rosarius was moved to the Abilities heading, I moved this here too. Since Instant Death is no longer a part of the game (invalidating simply copying the 7E version of the Mantle), I have adapted the original 2E functionality, since it’s quite quirky and fun. I’ve not restricted the reroll to failed rolls, to avoid issues with the application of modifiers forcing a reroll of what would be a passed save after modifiers, or keeping you from rerolling what will be a failed save after modifiers. Sacred Rites: In 2E, this ability inhanced the Sacred Rites roll of the unit Helena was attached to (but Canonesses did the same thing, just with a slightly smaller modifier, so there’s no reason for Helena to magnify nearby units’ AoFs since Canonesses don’t in 8E), as well as improving the Sacred Rites rolls for her entire army. I feel that the most simple, elegant way to represent this is to have her let you automatically pass your 2+ AoF roll. Holy Radiance: The radical changes to the morale system in 8E make this one quite tricky. Originally it caused Imperium squads with 12” of Helena to automatically rally, and gave Helena immunity to psychology and break tests (I approximated that as Fearless in 7E). And it let units with LoS to her use her Ld, which is not problematic in 8E, so hardly worth mentioning here. What we have seen so far for morale mitigation (not ignoring it entirely) is simply capping the number of lost models. A negative modifier might sound thematic, but that is no different from simply adding to her leadership since she shares her Ld with those around her (and Ld 11+ is no longer impossible, technically). So, I think halving the number of models lost to moral, on top of sharing her Ld (to those in LoS at least) is a decent solution and approximation of the 2E effect. Since Helena can’t be allied with non-imperium units (she lacks any non-Imperium keywords) except for perhaps the fallen (and at that point, it’s not my responsibility to clutter up my rules to keep you inside the fluff) I’m not going to worry about restricting her Ld buff to just Imperium units. This makes her an interesting character, since almost all characters in 8E only buff their own faction. Since I’m trying to preserve the letter of her 2E rules, I’m ok with this design discrepancy. Her morale sharing effect is probably her most potent attribute in my version of her rules, but I want to maintain this functionality, so she’ll just have to be costed accordingly. The 2E rule also made Helena immune to psychology and break tests, but since Helena is a single model unit she never takes morale checks anyway, and I’m also using this as a justification for bumping her Ld up to 10. Revered Leader: With how every unit spells out all its Abilities in 8E, I’ve decided to make this work more-or-less verbatim, though I have toned down the effects of hatred from what they were in 2E, the Hatred ability given here is derived directly from 2E, rather than relying on a current incarnation (since it doesn’t exist anymore). This ability is quite clunky and requires a good bit of book keeping, bit I am more interest3e in maintaining the function of Helena’s rules than making sure she’s not a bit tricky to play. Unfortunately, once again the massive changes to morale create a translation issue. Previously, the rule forced all units to pass a Ld test or fall back when Helena died (and those that passed became immune to break tests for the rest of the battle), but units no longer fall back against your will ever in 8E. The solution I’ve come up with isn’t an exact representation, but I’m taking GW at their word that losing additional models is the extent of how morale works in 8E, and this is supposed to be a morale check. They treat themselves as having lost 4 models, since Helena has 4 wounds. I think it’s a rather clever parallel to include, since it makes the morale check an actual threat, but it doesn’t hit units that have taken casualties previously the same turn any harder than it hits units that haven’t (it doesn’t consider the actual casualties the unit has taken that turn). Thematically, it helps play up the fact that the units are discouraged because Helena has fallen. I’ve dropped the “ignore break tests for the rest of the battle” thing since that would be too powerful. The wording on this ability turned out to be quite a mouthful, but I wanted to make sure it was clear and consistent with the wording of the morale phase in the main rules (all 5 sentences of them). Hatred: In 2E this let models make Break tests with Ld 10, gave them what we call Zealot in 8E, and made them use their follow-up move to get closer or engage the enemy. I tried to approximate this for 8E, without making it have too large of an impact on gameplay or be too powerful. I decided to stick with granting Zealot, along with +1 Ld (a strong buff, but you did just lose Ld 10 for everyone who could see Helena) and losing the ability to Fall Back from cc, period. This is a major disadvantage, but Helena gives plenty of advantages. I think this is all very thematic. None of this is too hard to keep track of, so I think it’s ok. Prioress of the Convent Sanctorum: Helena’s 2E rules required her to be your army’s commander, so I required her to be your warlord. I know this isn’t something we’ve seen in 8E yet, but I want to keep the functionality of the rules from 2E as much as possible and this bit is easy to do. Next, she was required to take a bodyguard (it was an option for any Canoness to take a bodyguard unit, but it was mandatory for Helena). In my 7E adaptation, I made her join a Command Squad, but now characters don’t join units, so this could get a bit wordy. Celestians, with their “bodyguard” ability, make them the obvious choice, and the Canoness could take a unit of Celestian Bodyguards in 3E anyway. I went back and forth on whether to require the bodyguard to stay close to Helena. In the end I decided I didn’t want people using her bodyguard to protect other characters and not Helena, so I would have to either add a restriction the Celestian’s bodyguard ability, or require them to stay close to Helena. I decided it would be easier to make them stay close, but I made the restriction only apply during the Movement phase. Trying to word it to work in the Assault phase as well would have been far too verbose and confusing. The Rod of Grace: Since we’ve gone back to Damage and Save Mods, I can just use the 2E rules! 2E also had range mods, but the Rod of Grace just was straight dice with only 1 range band, so I’m lucky in that regard. And I’m not going to worry about the armour penetration stat (for use vs vehicles) since vehicles just have T now. Warlord Trait (lack thereof): I thought about giving Helena one, but why not let her be tactically flexible and pick? Also, I really can’t think of one that screams “Helena the Virtuous” now. In any case, I don’t think she really needs one, especially since Celestine just picks from the generic ones now too. ----- Comments appreciated Thanks to anyone who read all that crap.
  2. Alright, inspired by Eddie's comments in the Codex Wishes thread, here's my take on Sisters cyborgs basically (the idea I have is that their limbs are more or less gone, they're basically just their vital organs and head implanted into this robotic body). RULES PDF (my plain formatting version) Rules and initial concept: Servant of Dante Datasheet formatting and concept art: Ezr91aeL ORIGINAL POST Hidden Content EDIT: The issues below have been addressed in one form or another, but feel free to leave another sugestion anyway - I don't have a name for the unit yet, so suggestions welcome - I'm not sure they should have both the vehicle and infantry keywords, but Sister vehicles don't usually have AoF . . . - I wanted to represent that the pain the Sisters feel from the neural connections of the body kinda wash out the pain from wounds, but just giving them the FnP ability felt a bit off. So it has a downside. A rather steep one, but I think it's pretty fluffy. - The Praesidium Protectiva's rules are based on how it worked in 2E compared to the Storm Shield. For reference, here's how their respective functions are paraphrased in the Battle Bible: Storm Shield: “Model receives an extra armour saving throw of 4+ against shooting or hand-to-hand combat (32) which cannot be modified and applies only against attacks from the front 90 arc. May be used to parry (33).” Praesidium Protectiva: “Requires a free hand to use, and may parry (33) a close combat (32) attack in the character‘s front arc, and provides an unmodified 4+ saving throw on a D6 against close combat attacks. If a roll of 6 is made for the save, the attacking model receives the hit instead. Has no effect on shooting attacks.” Comments Appreciated
  3. Reposting this from my thread on the Sisters forum :D I'd appreciate any comments you might have. Please though, if you suggest a change to a particular part of the datasheet, read my notes on that particular rule/part to get a bit of an idea of why I did what I did :)
  4. ​ The Dawn Blades 2nd Company veteran Shonar was the first of the Dawn Blades to receive the Primaris upgrade by unanimous consent of his brothers. +++-----------------------------------------------------------+++ "Company veteran Shonar, your presence is requested in the Company mess within fifteen minutes. Do not be late." Shonar glanced up from his desk at the announcement, shrugged, and replaced his quill in the inkwell. Gesturing for his serfs to follow, he left the room, leaving the poem entitled "Death and Rebirth" unfinished on the desktop. +++-----------------------------------------------------------+++ Shonar arrived in the 2nd Company mess to the sound of 108 clashing pairs of ceramite boots, and 108 fists slamming against their breastplates in salute. Chaplain Katz stepped forward and began to speak. Arrayed around him were Shonar's brothers in the command squad, Daimyo Lenoch, and all 10 squads of the 2nd Company. Behind him stood the three dreadnoughts of the company, strangely silent but unquestionably watching. "Company veteran Shonar," he intoned. "You have been selected by unanimous vote of your brothers to be the first of the 2nd Company to have your wargear and biological functions upgraded to the Primaris baseline. In concordance with this honor, you are being promoted to the rank of Lieutenant, an ancient rank resurrected by the Primarch Rouboute Guilliman. Step forward and receive your honor." Shonar looked warily about, seeking jest in his brothers' eyes. Finding none, he walked to the head of the hall and stood in front of his brothers. "Shonar," Lenoch said, "you have no idea what this means to all of us." "No, captain. You don't know what this means to me," he replied, fighting tears. There was little a marine could hope for, other than the respect of his brothers, and this proved he had the respect of all of them. And that was something powerful. Smiling, Lenoch snapped his fingers. Four serfs approached the center, bearing a suit of power armor. "Lieutenant Shonar, it is my great honor to present you with this suit of MkX Tacticus armor. May it serve you well." He raised his voice. "Warriors of the 2nd Dawn! Come and armor your brother!" Each marine from each squad swarmed the slab, dismantling the armor, taking one piece each. Then they each placed their piece on Shonar, and then went to their squad's table. Within ten minutes he was armored. "Our ceremony is complete, now let us feast in our brother's honor!" Lenoch called. A great "HUZZAH!" went up from the 2nd company, and the serfs began to bring in food for the feast. Lenoch smacked Shonar on the shoulder, seeing the apprehension behind the helmet. "Don't you worry, brother. You're the most righteous and pious of this company, even above me. You won't let us down, I know it." Shonar nodded as he stumbled. This armor would take getting used to. "My thanks, Daimyo. I'll try and be worthy of the honor." "So I trust. ​ +++-----------------------------------------------------------+++ Lieutenant Shonar exited the Apothecarion after three months of surgery, bio-reaccomodation, and physical therapy. He was a half foot taller than what he had been when he had walked into the Apothecary's domain, and 12 percent heavier. His bones felt tougher, his muscles stronger, and he swore his hearts beat slower but more powerfully then they ever had. And...he had this strange sense of immortality, back when he was a teenager and began to become a marine, but this felt...more real. Like he really was invincible. This would require meditation. His serfs began to armor him when he returned to his quarters, and soon he was wearing the new Tacticus suit. It felt just like his old armor did not three months ago, a second skin that would never fail him. Shonar proceeded to the company forge, where he was greeted by two brothers on guard duty. They saluted, and as he strode through the door he saluted back. He located an empty anvil and drew his combat knife. Pressing it to the anvil, he muttered a prayer to the weapon's warrior spirit, set it aside, and began to construct a power field generator. +++-----------------------------------------------------------+++ Six days later, the power field was built and it was time to attach it to the knife. He took a drill and began to carve a small space in the hilt, just below the crossguard. Here he inserted the field generator, with two smaller holes to run the emitter prongs through the guard and up the blade. He attached the emitter prongs, and sealed them in, then attached the switch for the field. Shonar refilled the remaining dead space in the knife and then muttered a prayer. Taking the new knife in one hand and the ritual knife from the anvil base, he pricked his neck, just where the progenoid was, and began to speak the Litany of Modification. "Oh great machine spirits, I beseech thee, come to my weapon and enter it. Accept this offering of the blood of Ferrus, a pure sacrifice to anoint a holy weapon of the Solis-Imperator." The blood from his neck dripped down to cover the blade, and Shonar flicked the switch. The blood boiled off, leaving an iron-red residue as the power field activated. "May this blade bring vengeance to the slain and death to mankind's enemies. Let it taste the blood of a to rest at the feet of the Solis-Imperator." He felt the blade vibrate and watched it glow as the field generator accepted a machine spirit, and he grinned. He mag-locked the knife to his leg and walked out of the forge, and took from a forge-serf a brand new and shining bright stalker bolt rifle, with his Marksman's Honor badges already attached. Shonar stretched once and then walked to the firing range to test his new weapons. It was a good day, and he would do his best to be an example for his brethren. +++-----------------------------------------------------------+++ Lt. Shonar, 6 power, 100 points (with wargear) Lt. Shonar uses the Primaris Lieutenant rules and statline, with the following modifications. LD9, W6, and A5. Replace 'Company Heros' with the following rule: "Most Righteous and Pious of the 2nd": all models with the <Adeptus Astartes> and <Dawn Blades> Keywords that can draw line of sight to Shonar, or are within 6 inches of him, add 1 to their LD stat. He is armed with a power knife, master-crafted stalker bolt rife, bolt pistol, and frag and krak grenades. Power Knife: Type: Melee|Range: Melee|S:U|AP:-3 Master-crafted Stalker Bolt Rifle, Bolt Pistol, and Frag and Krak Grenades: see Primaris Lieutenant datasheet
  5. View File Anhrathe in Kill Team (KT 2021) I got excited when I saw the rumors about the update to the asuryani/craftworlds, especially the bit about the possible inclusion of the corsairs, so I decided to update my anhrathe rules for the 2021 version of the Kill Team game. I'm skeptical about the rumors (though I'd love to see them come true). This is currently a preliminary version. These are changed substantially from the version I developed for the 2018 version of the Kill Team game. For the most part, I've limited the options to what players might create using the Eldar Guardian models and the Eldar Corsairs upgrade kits from Forge World. This means that most of the options from the drukhari have been removed. I don't know if that was a good idea, but it's what I'm going with for now (we'll see what the feedback shows). Areas of concern: Corsair Reaver and Voidstorm Corsair options allow for both melee and shooting loadouts (with both icons orange). If this is thought to be too powerful, I'll break them out into shooty and stabby units. Heavy and special weapons have been limited to those available to the asuryani (previous version followed The Doom of Mymeara in allowing both asuryani and drukhari weapons). Weapon options for felarchs are extremely limited, largely based on the upgrade sprue options. The malevolent has been removed from this version. I'm considering adding them back in as a stabby unit. The Strategic Ploys, Tactical Ploys, and Equipment are mostly cherry-picked from the Compendium (from the Craftworld, Comorrite, and Harlequin sections - only those that I thought were appropriate to the Corsairs). Corsair jet packs are an equipment choice, but they get expensive (2EP/model that gets them). I originally had them as an ability for the Voidstorm Corsairs, but made them equipment after deciding to use the Forge World images (everybody is wearing a Corsair jet pack). Images are limited. I'm using the ones from Forge World, and a few are just reversed so that they can be used multiple times. If someone has decent representative images (with white backgrounds), I might use them. Otherwise, I'll replace these at a future date when I have decent models converted and painted. I kept a modified version of the back page from the previous version, giving players that aren't familiar with the anhrathe some background. I'm considering adding in the name charts, or perhaps giving new versions to expand the options (if players have the old ones). *** 2021 December 11 Version *** The lasblaster and brace of pistols have had their special rule changed from Rending to Ceaseless. The version is now shown in the top right corner. Minor formatting improvements have been made (nothing substantive). *** 2021 December 15 Version *** Added Drukhari weapons. Added name chart. *** 2021 December 18 Version (Rogue Trader) *** Removed Ghostwalker fire team Corsair Reavers become shooty, Voidstorm Corsairs become stabby (neither is a veteran level) Added Corsair Malevolents. One Corsair Reaver fire team and one Voidstorm Corsair fire team can take a Corsair Malevolent in place of a Corsair Reaver/Voidstorm Corsair. The Corsair Malevolent can only take chainswords (1 or 2), spar-glaives (1 or 2), or a power glove (with either a chainsword or a spar-glaive). The end result is that you might be able to take up to 2 Corsair Malevolents in your kill team. Ghostwalkers become an optional upgrade that replaces a Corsair Reaver Gunner/Voidstorm Corsair Gunner. A Ghostwalker can be equipped with an Aeldari long rifle, lasblaster, or shuriken catapult. The end result is that you might have up to 2 Ghostwalkers in your kill team. Fists replaced with Corsair blades, which are mundane knives. Most models have these along with a brace of pistols. *** 2021 December 26 Version (both variants) *** After looking at the previous two versions and some of the official lists in the Kill Team Compendium, I decided to standardize the structure of both variants. I liked how the ghostwalker was an alternative to the gunner (in both fire team types), so I extended that concept. After seeing that the gunners in The Doom of Mymeara were limited to special weapons and that only the balestrike bands, a heavy support choice, had heavy weapons, I adjusted the Kill Team faction rules accordingly. Since other factions don’t have heavy support fire teams, however, I made the balestrike corsair an alternative to the gunner, but only in the corsair reaver fire team. I made the corsair malevolent an alternative to the gunner in the voidstorm corsair fire team. Both the balestrike corsair and corsair malevolent are limited to one per kill team (not fire team). The corsair reavers and voidstorm corsairs are very flexible, with options to be either shooty or stabby, so I wanted the alternatives (ghostwalker, balestrike corsair, corsair malevolent) to force choices. The voidstorm corsairs are effectively a fire team of felarchs, but with slightly fewer options than the actual Felarch. Since the previous corsair reaver felarch and voidstorm corsair felarch operative datacards were identical (minus the names), I consolidated those into a single datasheet, simply called “Felarch.” In both lists, most operatives have a brace of pistols and Corsair blades. A brace of pistols is basically a bunch of pistols, while Corsair blades is basically a bunch of knives. I’ve added the OUTCAST keyword to all of the operatives in both lists. This doesn’t haven’t any impact on these variants, but is based on what I’ve seen with the bespoke factions (e.g., Octarius and Chalnath). Each of these is similar to the counterpart lists in the Kill Team Compendium, but has unique rules and slightly different keywords. The OUTCAST keyword simply facilitates future efforts on some bespoke lists. The difference between the two variants (other than the images) is in the weapons: The Doom of Mymeara variant preserves the drukhari weapons. The Rogue Trader variant replaces the drukhari weapons with their asuryani counterparts and also allows hand flamers, power axes, and power gloves. I also created a new orange skull icon for the faction keyword and changed the abilities and special rules text to size 9 font. Both of those changes will be in the updated faction rules template (which will be uploaded once I get the portrait frame image elements separated for those hobbyists that don’t have Photoshop). The Doom of Mymeara variant supports those players that collected the more recent version of corsairs, including those that may be represented using drukhari miniatures. The Rogue Trader variant supports those players that are using the Warhammer 40,000 1st and 2nd Edition eldar miniatures. The key problem, mostly relevant to the Rogue Trader variant, is the need to convert – there aren’t any man-portable bright lances or scatter lasers. I could see using 1st edition harlequins for their power axes and power gloves, and the old 2nd edition sprues have power gloves (not to mention that some of the 1st edition models have power gloves and/or hand flamers). Some players have these models/bits, though, so the Rogue Trader variant might work for them. For those that have more recently joined the eldar corsairs fan club, The Doom of Mymeara variant, the Forge World upgrade sprues and drukhari kits will provide the bits that you need. If the rumors have any truth to them, we’ll see the corsairs in the future, at which point I’ll update these to match the models (assuming GW doesn’t give us Kill Team rules for them right away). At that point, I may keep some of the more exotic stuff for bespoke anhrathe variant lists. We should have shiny new models if the corsairs are brought back, so those will drive the options (though some conversion opportunities may be provided by other models in the aeldari ranges). *** 2021 December 31 Version (both variants) *** Removed chainsword Corsair blades changed to array of blades (identical to Comorrites) Brace of pistols changed to laspistol (see Astra Militarum) with fusillade ability Shuriken pistols and splinter pistols (latter only in DM version) added as alternative to brace of pistols Changed the celestial shield (equipment) to a shimmershield *** 2022 January 7 Version (both variants) *** Streamlined the weapon options. – operatives no longer come with a brace of pistols, array of blades, and additional weapons. Instead, they typically come with an array of blades (or some other melee weapon) and a ranged weapon. This is in line with the operatives in the official factions in the Compendium. Removed the blast pistol from the felarch (Rogue Trader version only). The RT version wasn’t supposed to include drukhari weapon options, so the blast pistol was an error (probably a cut and paste error). The blast pistol remains an option for the felarch in the Doom of Mymeara version. Removed the shimmer shield (equipment). Only a few of the official factions have an invulnerable save, so it was inappropriate to add it here when it wasn’t in the sources upon which both of these variants are based. See the support topic for details. I appreciate any feedback that players might provide in improving these rules. Note that the Rogue Trader and Doom of Mymeara versions are separate variants. choose whichever one meets your collection limitations based on the notes above. Submitter Ioldanach Submitted 11/30/21 Category Kill Team  
  6. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=679 File Name: Codex Supplement: Exorcists (9e) (homegrown) File Submitter: Brother Tyler File Submitted: 15 Feb 2021 File Category: Warhammer 40,000 The original version created for 4th edition is v 4. This version includes the original three characters that I created, pre-dating the Badab War campaign books and the introduction of Silas Alberec. V 5 was a revision for 5th edition and saw the removal of Chapter Master Leopoldus Kane (my homegrown character), replaced with Silas Alberec. V 6 was a revision for 6th edition. V 9 is the current revision for 9th edition, pre-dating Index: Exorcists in issue 462 of White Dwarf Magazine. Click here to download this file
  7. View File Codex Supplement: Fire Claws (v 3.9)(homegrown) Presenting the Fire Claws (otherwise known as the Relictors) for your gaming enjoyment. This is a preliminary version, presenting the 3rd edition rules updated to 9th edition format/conventions. Submitter Brother Tyler Submitted 02/22/21 Category Warhammer 40,000  
  8. View File Space Marine Kill Teams - Badab War (SWA) Draft version of rules, pending decorations. Note that you will need the rules for Space Marine kill teams in Shadow War: Armageddon (here) in order to use these rules. Submitter Brother Tyler Submitted 01/27/21 Category Shadow War: Armageddon  
  9. View File Space Marine Kill Teams (SWA) Draft version of rules, pending decorations. Submitter Brother Tyler Submitted 01/27/21 Category Shadow War: Armageddon  
  10. A recent discussion in the Other Games forum about the systems used for Inquisimunda/Inq28 (link) got me thinking. I was part of a group that developed some homegrown rules for using both inquisitors and rogue traders in Kill Team. We had a lot of fun and I think there was considerable enthusiasm among the members because a lot of us recalled the Inquisitor game and the freedom it gave in terms of warbands and game play (despite some of the balance problems - it was a "narrative" game that had much less emphasis on balance). With Inquisimunda/Inq28 I think that a lot of the attraction, other than Blanchitsu, is the freedom to delve into darker parts of the setting that don't see as much representation in the war-focused WH40K game. Players are free to express their creativity. For many, I think, gaming mostly comes down to whatever rules the main group is comfortable with. Those that enjoyed the Inquisitor game might simply scale it down for 28mm miniatures. Those that are familiar with Necromunda might instead choose that game. Still other players like to use any number of third party options. Osprey recently published the Stargrave game, which is Frostgrave in space. I was exposed to it after watching Ash from Guerilla Miniature Games use it to play his old Rogue Trader era minis (using tables from that edition of WH40K to define the story). So I recently bought the game and found it to be enjoyable. However, I really like what we did with the unchained versions of the Kill Team faction rules that we came up with for inquisitors and rogue traders. I think we can build on that to create a variant of Kill Team for players wanting to scratch that Inquisimunda/Inq28 itch. I've seen some similar rules sets adapting Necromunda to this purpose, and I think those are great for players that enjoy that game. This effort is intended to provide a similar solution for players that like Kill Team. At this point I'm just brainstorming and looking for feedback. Most of the standard Kill Team rules would remain unchanged, hopefully reducing the learning curve. The Combat Roster would be replaced with a similar concept, but hopefully improved and tailored to the Inquisimunda/Inq28 concepts. My working title is "Warband" for obvious reasons. Brother Tyler brought up his concerns about the Command Roster rules in this discussion. I'm thinking about taking that concept and adapting it to the Warbands (instead of being based on a Space Marine Tactical squad, it would be based on something else appropriate to Inquisimunda). The concepts of commanders would change, too, though I'm not quite certain of specific changes. The net result would be that we would be much more likely to see the commander characters in games since they're the leaders of the warbands. I liked the mechanisms that we built into our unchained rules for promoting models to replace commanders that were killed (and for creating custom versions of the commanders); and I think that we can incorporate these concepts into a dedicated Inquisimunda/Inq28 variant. Aside from that, the bulk of the work would be in taking the model choices that we developed for the unchained versions of inquisitors and rogue traders, expanding on them to cover a broader range of choices such as the Adeptus Mechanicus, Ecclesiarchy, Chaos cultists, and maybe Genestealer cults (and others?) to give players freedom. I think that heavy use of keywords would be necessary so that it's not a total free-for-all, but I would want players to have considerable freedom to represent the possibilities of the lore. Instead of multiple faction books/sections, there would be a single section with all model choices (minus the warband leaders). With regard to the factions, I basically see the commander as the essential step that imposes certain restrictions and allows certain options. Many model options would be available to every faction. These might be added to, restricted, or adjusted based on the commander choice. For example, a basic fighter type (Armsman in the linked rogue trader and inquisitor files) would be available to everyone. If you take an Adeptus Mechanicus Adept as your commander, the Armsman might be replaced by a Skitarii (which isn't available to other commanders). Another example is the daemonhost who would only be available to radical Ordo Malleus inquisitors and the Lost and the Damned. I foresee the outcome being two files. The first would be a smaller file identifying the basic rules changes (as changed from Kill Team). The second would be a larger file that includes basic lore on the factions as well as the model choices. What I'm looking for now is feedback on the concept, as well as ideas for factions and model choices. The current faction choices in my mind are: Inquisition Rogue Traders Adeptus Mechanicus Ecclesiarchy Lost and the Damned Genestealer Cults These choices elevate the struggle beyond combat between gangs and the law as represented in Necromunda, depicting the shadow warfare that takes place between the different factions of the Imperium. The Genestealer Cults and Lost and the Damned are in there as foils to the Imperium. I definitely want to avoid the war-based factions and most other xenos, confining the conflict to what we might encounter within the shadows of the Imperium. I'm moving forward on this, though my current efforts are exploratory. As I saw in the inquisitor/rogue trader projects, though, other players have lots of interesting ideas so I'd like to incorporate what I can into this. I'm trying to come up with a sexy name for this, too. "Shadow War" would be great, but it's too close to Shadow War: Armageddon and will probably create confusion. Another name that occurred to me was In the Shadow of the Throne. I'm certain someone has a better idea.
  11. 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!
  12. Standard Rules can be seen here (Downloads section, Wargaming Downloads category) Unchained Rules will be available soon. Rogue traders have been an essential element of the Warhammer 40,000 setting and games since the very beginning, with the 1st edition of the game being colloquially named "Rogue Trader." Despite this, the rogue traders have seen very little coverage in games. There were rules for rogue traders in 1st edition WH40K, but they didn't really see further attention until they were included in the Inquisitor game, which was published during the time of 3rd edition WH40K. After that, Fantasy Flight Games released the Rogue Trader roleplaying game. Recently, we've seen three specific rogue traders given attention. Notably, Elucia Vhane and her retinue were created in the Rogue Trader expansion for the Kill Team game. Then Janus Draik and and Neyam Murad were included in the Blackstone Fortress game (with Murad also being included in the limited print Combat Arena game). All three of those rogue traders have rules for the Kill Team game, as do their compatriots in the games. However, we still don't have generic rules for rogue traders. Back in April, I began working with a group of other B&C members to remedy this situation. Our initial work was with the Inquisition, as discussed here. There was consensus in the discussion that rogue traders and inquisitors shared many similarities, so we used our in-development rules for the Inquisition as a foundation for our Astra Cartographica rules. As with the Inquisition rules, we decided that we were going to create two sets of rules for the Astra Cartographica. Notably, we used "Astra Cartographica" as the faction name and faction keyword as "Rogue Trader" was used for the "class" of the various rogue trader characters and "Astra Cartographica" appeared to be the proper name for the rogue traders as a whole. Since we used our Inquisition rules as a foundation, our initial efforts focused on finding out where the two factions were different. One design element that bears discussion is the seneschals. Assuming the three official rogue traders serve as examples of how GW might represent rogue traders in Kill Team, players won't be able to use rogue traders unless they are using the rules from the Commanders expansion. So we wanted a way for players to use their "rogue traders" in normal games of Kill Team. To this end, we looked at the various crew members that serve rogue traders. After lengthy discussion on various titles, we settled on "seneschal" from the Rogue Trader game, with different types of explorers (from that RPG) covered as upgrades for the seneschal. These characters are watered down versions of rogue traders - they lack the full scope of weapons/wargear that the rogue traders can take, but have slightly more options than other CREW MEMBERS can take. Like the rogue traders, these seneschals can also be used with other IMPERIUM factions. We had free rein in terms of creating sub-factions. Since the background for the rogue traders from the RPG doesn't really speak to distinct sub-factions, we instead focused on the provisions in a rogue traders warrant. For example, a rogue trader whose mission is to support a war of faith for the Ecclesiarchy is likely to have considerable representation from the Ecclesiarchy, whereas a rogue trader whose mission is to support an Adeptus Mechanicus explorator might include considerable Adeptus Mechanicus support. The sub-faction that was added last is also the one that allows for an "Astra Cartographica" kill team to represent something else entirely - pirates. The Mandate Denied sub-faction was inspired by discussion of various ideas for rogue trader crews, as well as further research into the lore of rogue traders and the game setting. Anyone that compares the standard versions of the Inquisition and Astra Cartographica rules that we've created will see that they are very much alike, with the main differences being in the rogue traders/inquisitors and the seneschals/throne agents. The sub-faction rules are the other area in which the two differ. This was deliberate, allowing players to represent distinct rogue traders/inquisitors by using the opposite set of rules. The unchained versions of the rules are where the two factions really begin to differ (and I'll discuss those differences when those rules become available - two weeks from now). Ultimately, we hope that you are able to use these in friendly games of Kill Team; and we are open to feedback for correcting errors and improving these rules.
  13. Standard Rules can be seen here (Downloads section, Wargaming Downloads category) Unchained Rules will be available soon. The Inquisition is an integral element of the game setting. The heyday of the Inquisition came during the days of Warhammer 40,000 3rd edition when the Inquisition game and the WH40K codices, Codex: Daemonhunters and Codex: Witch Hunters were published. Those were followed by the Dark Heresy RPG from Fantasy Flight Games. Support for the Inquisition has dropped off over the years, with the Inquisition now clinging on to existence with a set of rules that were published in a recent issue of White Dwarf Magazine. Many players have lamented the lack of the Inquisition in the Kill Team game, represented only by official rules for Inquisitor Gregor Eisenhorn. The Kill Team game seems like the perfect place for the Inquisition, small unit battles conducted at the squad level - the perfect kind of place for the shadowy battles in which the Inquisition often participates (both against the enemies of the Imperium as well as the factionalized in-fighting that takes place among the various agents of the Inquisition). So back in February a small group began working on some rules for using the forces of the Inquisition in Kill Team. We started by taking the WH40K rules from White Dwarf Magazine and converting them to the Kill Team format. Shortly into the process we decided that we were going to create two sets of rules. The essential version, that which we call the "Standard" version, is pretty tame. During development we quickly realized that there was a wealth of lore about the Inquisition, with lots of rich opportunities for creativity and personalization. So our initial development shifted from the Standard version to what we call the "Unchained" version. This version draws on the full scope of the Inquisition as it has appeared in lore and the rules, to include various miniatures that Games Workshop has produced over the years (both in 28mm and 54mm). This version became quite expansive. Once we'd locked the unchained version down, we used it as the basis for the standard rules, stripping out anything we thought was too far beyond the pale for what might be considered acceptable by conservative players, trying to get the standard version down to something close to what we think GW might eventually give us for the Inquisition in Kill team. Where the unchained version was expansive and covered back through 1st edition, the standard version only looks back through 3rd edition in a limited fashion, and it doesn't allow for quite as much from the Inquisitor and Dark Heresy games. I'm pretty sure that it's still far more than GW will give us if/when they give us official rules for using the Inquisition in Kill Team. One design element that bears discussion is the throne agents. Assuming Gregor Eisenhorn stands as an example of how GW might represent inquisitors in Kill Team, players won't be able to use inquisitors unless they are using the rules from the Commanders expansion. So we wanted a way for players to use their "inquisitors" in normal games of Kill Team. To this end, we looked at the various acolytes that serve inquisitors, especially those senior acolytes that are being prepared for possible elevation to the rank of inquisitor. One term for these acolytes that many players are familiar with is "interrogator" (which is referenced in the recent White Dwarf Magazine article). After lengthy discussion on various titles, we settled on "throne agent" from the Dark Heresy game. These characters are watered down versions of inquisitors - they lack the full scope of weapons/wargear that the inquisitors can take, but have slightly more options than other acolytes can take. Like the inquisitors, these throne agents can also be used with other IMPERIUM factions - for example, and Ordo Xenos inquisitor might dispatch her trusty throne agent to accompany a Deathwatch kill team in an operation. Another design element that bears discussion is the chambers militant. As recent discussion shows, GW has steered away from the old concept of the chambers militant, but there still appears to be some relationship between the ordos of the Inquisition and various military forces of the Imperium. We've preserved the "chambers militant" language, but aren't asserting the old relationship. In essence, using a certain ordo allows the corresponding "chamber militant" to be represented in an Inquisition kill team (e.g., an Ordo Malleus Inquisitor might include a Grey Knight in his retinue). Otherwise, Inquisitors are always able to draw upon generic Space Marines and Inquisitorial Storm Troopers (which are just Militarum Tempestus in rules terms). We wanted the Inquisition kill teams to focus on the inquisitors' retinues, though, and not the chambers militant, so we've limited the number of CHAMBER MILITANT models that can be included in a kill team. Players that want to make more extensive use of the chambers militant are able to include their inquisitors and throne agents in the appropriate kill teams (e.g., you can take an Ordo Malleus throne agent with a Grey Knights kill team). We've confined ourselves to the three Ordos Majoris in these standard rules - Ordo Hereticus, Ordo Malleus, Ordo Xenos. More ordos are included in the unchained rules. Ultimately, we hope that you are able to use these in friendly games of Kill Team; and we are open to feedback for correcting errors and improving these rules.
  14. File Name: Adeptus Arbites in Warhammer 40,000: Kill Team (KT 2018) File Submitter: Brother Tyler File Submitted: 11 Apr 2019 File Category: Kill Team Complete rules for collecting and using the Adeptus Arbites in Warhammer 40,000: Kill Team Click here to download this file
  15. Been working on this for a bit and figured I'd finish it up before Ritual of the Damned. The goal was to update Codex: Grey Knights (C:GK) in-line with the new Space Marine codex (C:SM) while also pivoting the list away from smite spam and more towards psychically-enhanced super-soldiers. Points requires play testing, so this more of starting point than an end point. Design notes are in spoilers. The Army of Titan (Unit abilities) The Emperor’s Gift Every Grey Knight has been subjected to an intensive regime of hypno-indoctrination and spiritual fortification to unlock the potential of their gene-seed, so they may stand unafraid before the horrors of the warp. You can re-roll failed Morale tests for this unit and ignore any penalties to Leadership from units with the DAEMON keyword. Bolter Discipline, Shock Assault As per C:SM Teleport Strike As per C:GK Daemon Hunter As per C:GK Brotherhood of Psykers (BoS) When manifesting or denying a psychic power, select a model in the unit – measure range, visibility, etc. from this model – and roll 1d6 when taking a Psychic test or a Deny the Witch test. You can declare the unit as a power’s target before attempting to manifest a psychic power with the unit in the Psychic phase and if you do then add 1 to the Psychic test roll. The Hammer of Daemons (Detachment Abilities) Knights of Titan Troops get objective secured. The Aegis Roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 5+ that mortal wound is ignored. Heirs of the Sigillite (Monofaction Bonus) When a Psychic test or Deny the Witch test is taken for this unit, add 1 to the roll. Sanctic Discipline 1 Quicksilver Armour The psyker imbues power into his armor, boosting muscle-bundles, and altering composition at the molecular level until it seems as if its plates move over each other with a liquid grace. Quicksilver Armour has a warp charge value of 5. If manifested, pick a visible friendly GREY KNIGHTS unit within 12” of the psyker. The unit can immediately move an additional 2” and you can add 2 to the unit’s charge roll in the following Charge phase. If the result of the Psychic test was more than 6 the unit can immediately move an additional 4” instead of 2”. 2 Hammerhand Focusing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow. Hammerhand has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS model within 12” of the psyker. Add 1 to wound rolls you make for that unit’s Melee weapons until the start of your next Psychic phase. If the result of the Psychic test was more than 7 you can pick a friendly GREY KNIGHTS unit within 12” of the psyker instead of a single model. 3 The Shrouding The psyker focuses the psychic prayers of his battle-brothers and the power of the Aegis to constantly confuse and wrong-foot their enemies, blinding their corrupted senses with the shining light of their faith and resolution. The Shrouding has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. The unit gains the benefit of cover until the start of your next Psychic phase. If the result of the Psychic test was more than 9 the unit can only be chosen as a target in the Shooting phase if it is the closest visible enemy unit to the model that is shooting. 4 Sanctuary Chanting words of warding, the psyker creates a psychic redoubt that steadies his battle-brothers and repels the unrighteous. Sanctuary has a warp charge value of 5. If manifested, pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until your next Psychic phase, when resolving an Overwatch attack made by a model in the unit, a hit roll of 5 or 6 scores a hit and any charges made against the unit must subtract 2 from the charge roll. If the result of the Psychic test was more than 8 the unit also fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. 5 Astral Aim The psyker reaches out to the minds of his fellow Grey Knights, mystically guiding their aim to the chosen target. Astral Aim has a warp charge of 5. If manifested, pick a friendly GREY KNIGHTS unit within 18” of the psyker. Until your next Psychic phase, the unit you picked can re-roll misses with ranged weapons during the Shooting phase and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. If the result of the Psychic test was more than 7 the unit can target enemy units that are not visible to them. 6 Shield of Blades The psyker grants visisons of the near future to his comrades, allowing them to use the combination of their transhuman reflexes and Nemesis force weapons to intercept incoming enemy attacks. Shield of Blades has a warp charge of 4. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum if 3+). Models that do not have an invulnerable save gain a 6+ invulnerable save. If the unit does not shoot in the Shooting phase, they additionally add 1 to invulnerable saving throws. If the result of the Psychic test was more than 8 each time you roll a 6+ for the unit’s invulnerable saving throw, the unit that made that attack suffers a mortal wound. Malleus Discipline 1 Scourging The psyker draws upon every ounce of willpower to attack his foe’s souls directly; scouring every trace of weakness and corruption with psychic fire. Scourging has a warp charge value of 5. If manifested, pick a visible enemy unit within 12” of the psyker or a visible enemy unit without the CHARACTER keyword within 18” of the psyker. Both controlling players roll a dice and add their respective unit’s highest Leadership value. If the target’s total is equal to or greater than the psyker’s total, nothing happens. If the psyker’s total is greater than the target’s total, the target unit suffers a number of mortal wounds equal to the difference. If the result of the Psychic test was more than 10 the psyker rolls two dice and uses the higher result. 2 Gate of Infinity The psyker punches a corridor through the roiling immaterium, allowing his to cross great distances in the blink of an eye. Gate of Infinity has a warp charge value of 6. If manifested pick a friendly GREY KNIGHTS unit within 12” of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9” from any enemy models. 3 Vortex of Doom The psyker tears a rift between realspace and the the warp, condemning his foes to total oblivion. Vortex of Doom has a warp charge value of 8. If manifested, a vortex opens above the nearest visible enemy model within 12” of the psyker. The model’s unit and every other unit within 3” of the model suffers D3 mortal wounds. If the result of the Psychic test was more than 11the number of mortal wounds is increased to D6. 4 Holocaust The psyker projects forth the fire in his soul in a searing ball of white flame, igniting the very air around him, incinerating any who come too close. Holocaust has a warp charge value of 8. If manifested, select an enemy unit within 3” of the psyker and roll a D6 for each model in the unit within 8” of the psyker. The enemy unit takes a mortal wound for each result of 5+. The psyker may choose to take a mortal wound to add one to the die rolls. 5 Glory of the Emperor The psyker fans the small spark of the Emperor’s light within his veins until it illuminates the battlefield. Glory of the Emperor has a warp charge value of 7. If manifested, until your next Psychic phase, friendly GREY KNIGHTS units within 12” of the psyker automatically succeed Morale tests and enemy DAEMON units within 12” of the psyker must roll two D6 and use the higher result for Morale tests. 6 Ghosts of Titan The psyker has a hint of the power which followed Grand Master Vorth Mordrak and can summon a bodyguard of spectral Grey Knights onto the field of battle. Ghosts of Titan has a warp charge value of 8. If manifested, the psyker ignores wounds on a roll of 4+ and gains an addition D6 attacks during the Combat phase until your next Psychic phase. And that's the foundation for the rest of the changes. Next up: units.
  16. Version 2021 December 31

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    I got excited when I saw the rumors about the update to the asuryani/craftworlds, especially the bit about the possible inclusion of the corsairs, so I decided to update my anhrathe rules for the 2021 version of the Kill Team game. I'm skeptical about the rumors (though I'd love to see them come true). This is currently a preliminary version. These are changed substantially from the version I developed for the 2018 version of the Kill Team game. For the most part, I've limited the options to what players might create using the Eldar Guardian models and the Eldar Corsairs upgrade kits from Forge World. This means that most of the options from the drukhari have been removed. I don't know if that was a good idea, but it's what I'm going with for now (we'll see what the feedback shows). Areas of concern: Corsair Reaver and Voidstorm Corsair options allow for both melee and shooting loadouts (with both icons orange). If this is thought to be too powerful, I'll break them out into shooty and stabby units. Heavy and special weapons have been limited to those available to the asuryani (previous version followed The Doom of Mymeara in allowing both asuryani and drukhari weapons). Weapon options for felarchs are extremely limited, largely based on the upgrade sprue options. The malevolent has been removed from this version. I'm considering adding them back in as a stabby unit. The Strategic Ploys, Tactical Ploys, and Equipment are mostly cherry-picked from the Compendium (from the Craftworld, Comorrite, and Harlequin sections - only those that I thought were appropriate to the Corsairs). Corsair jet packs are an equipment choice, but they get expensive (2EP/model that gets them). I originally had them as an ability for the Voidstorm Corsairs, but made them equipment after deciding to use the Forge World images (everybody is wearing a Corsair jet pack). Images are limited. I'm using the ones from Forge World, and a few are just reversed so that they can be used multiple times. If someone has decent representative images (with white backgrounds), I might use them. Otherwise, I'll replace these at a future date when I have decent models converted and painted. I kept a modified version of the back page from the previous version, giving players that aren't familiar with the anhrathe some background. I'm considering adding in the name charts, or perhaps giving new versions to expand the options (if players have the old ones). *** 2021 December 11 Version *** The lasblaster and brace of pistols have had their special rule changed from Rending to Ceaseless. The version is now shown in the top right corner. Minor formatting improvements have been made (nothing substantive). *** 2021 December 15 Version *** Added Drukhari weapons. Added name chart. *** 2021 December 18 Version (Rogue Trader) *** Removed Ghostwalker fire team Corsair Reavers become shooty, Voidstorm Corsairs become stabby (neither is a veteran level) Added Corsair Malevolents. One Corsair Reaver fire team and one Voidstorm Corsair fire team can take a Corsair Malevolent in place of a Corsair Reaver/Voidstorm Corsair. The Corsair Malevolent can only take chainswords (1 or 2), spar-glaives (1 or 2), or a power glove (with either a chainsword or a spar-glaive). The end result is that you might be able to take up to 2 Corsair Malevolents in your kill team. Ghostwalkers become an optional upgrade that replaces a Corsair Reaver Gunner/Voidstorm Corsair Gunner. A Ghostwalker can be equipped with an Aeldari long rifle, lasblaster, or shuriken catapult. The end result is that you might have up to 2 Ghostwalkers in your kill team. Fists replaced with Corsair blades, which are mundane knives. Most models have these along with a brace of pistols. *** 2021 December 26 Version (both variants) *** After looking at the previous two versions and some of the official lists in the Kill Team Compendium, I decided to standardize the structure of both variants. I liked how the ghostwalker was an alternative to the gunner (in both fire team types), so I extended that concept. After seeing that the gunners in The Doom of Mymeara were limited to special weapons and that only the balestrike bands, a heavy support choice, had heavy weapons, I adjusted the Kill Team faction rules accordingly. Since other factions don’t have heavy support fire teams, however, I made the balestrike corsair an alternative to the gunner, but only in the corsair reaver fire team. I made the corsair malevolent an alternative to the gunner in the voidstorm corsair fire team. Both the balestrike corsair and corsair malevolent are limited to one per kill team (not fire team). The corsair reavers and voidstorm corsairs are very flexible, with options to be either shooty or stabby, so I wanted the alternatives (ghostwalker, balestrike corsair, corsair malevolent) to force choices. The voidstorm corsairs are effectively a fire team of felarchs, but with slightly fewer options than the actual Felarch. Since the previous corsair reaver felarch and voidstorm corsair felarch operative datacards were identical (minus the names), I consolidated those into a single datasheet, simply called “Felarch.” In both lists, most operatives have a brace of pistols and Corsair blades. A brace of pistols is basically a bunch of pistols, while Corsair blades is basically a bunch of knives. I’ve added the OUTCAST keyword to all of the operatives in both lists. This doesn’t haven’t any impact on these variants, but is based on what I’ve seen with the bespoke factions (e.g., Octarius and Chalnath). Each of these is similar to the counterpart lists in the Kill Team Compendium, but has unique rules and slightly different keywords. The OUTCAST keyword simply facilitates future efforts on some bespoke lists. The difference between the two variants (other than the images) is in the weapons: The Doom of Mymeara variant preserves the drukhari weapons. The Rogue Trader variant replaces the drukhari weapons with their asuryani counterparts and also allows hand flamers, power axes, and power gloves. I also created a new orange skull icon for the faction keyword and changed the abilities and special rules text to size 9 font. Both of those changes will be in the updated faction rules template (which will be uploaded once I get the portrait frame image elements separated for those hobbyists that don’t have Photoshop). The Doom of Mymeara variant supports those players that collected the more recent version of corsairs, including those that may be represented using drukhari miniatures. The Rogue Trader variant supports those players that are using the Warhammer 40,000 1st and 2nd Edition eldar miniatures. The key problem, mostly relevant to the Rogue Trader variant, is the need to convert – there aren’t any man-portable bright lances or scatter lasers. I could see using 1st edition harlequins for their power axes and power gloves, and the old 2nd edition sprues have power gloves (not to mention that some of the 1st edition models have power gloves and/or hand flamers). Some players have these models/bits, though, so the Rogue Trader variant might work for them. For those that have more recently joined the eldar corsairs fan club, The Doom of Mymeara variant, the Forge World upgrade sprues and drukhari kits will provide the bits that you need. If the rumors have any truth to them, we’ll see the corsairs in the future, at which point I’ll update these to match the models (assuming GW doesn’t give us Kill Team rules for them right away). At that point, I may keep some of the more exotic stuff for bespoke anhrathe variant lists. We should have shiny new models if the corsairs are brought back, so those will drive the options (though some conversion opportunities may be provided by other models in the aeldari ranges). *** 2021 December 31 Version (both variants) *** Removed chainsword Corsair blades changed to array of blades (identical to Comorrites) Brace of pistols changed to laspistol (see Astra Militarum) with fusillade ability Shuriken pistols and splinter pistols (latter only in DM version) added as alternative to brace of pistols Changed the celestial shield (equipment) to a shimmershield *** 2022 January 7 Version (both variants) *** Streamlined the weapon options. – operatives no longer come with a brace of pistols, array of blades, and additional weapons. Instead, they typically come with an array of blades (or some other melee weapon) and a ranged weapon. This is in line with the operatives in the official factions in the Compendium. Removed the blast pistol from the felarch (Rogue Trader version only). The RT version wasn’t supposed to include drukhari weapon options, so the blast pistol was an error (probably a cut and paste error). The blast pistol remains an option for the felarch in the Doom of Mymeara version. Removed the shimmer shield (equipment). Only a few of the official factions have an invulnerable save, so it was inappropriate to add it here when it wasn’t in the sources upon which both of these variants are based. See the support topic for details. I appreciate any feedback that players might provide in improving these rules. Note that the Rogue Trader and Doom of Mymeara versions are separate variants. choose whichever one meets your collection limitations based on the notes above.
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