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  1. 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.
  2. 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.
  3. Version 2021 December 31

    605 downloads

    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.
  4. Version 22 February 2021

    403 downloads

    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.
  5. Version 21 February 2021

    711 downloads

    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.
  6. Version Final

    268 downloads

    Final version of rules Note that you will need the rules for Space Marine kill teams in Shadow War: Armageddon (here) in order to use these rules.
  7. Version 1.0

    680 downloads

    This is a fan recreated Path To Glory remake for 8/9th edition
  8. Version 1.2 2020/05/21

    1305 downloads

    Complete rules for collecting and using the Adeptus Arbites in Warhammer 40,000: Kill Team
  9. Version v 2 (2019/09/29)

    1545 downloads

    Homegrown rules for playing the anhrathe (aeldari/eldar corsairs) in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here.
  10. 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!
  11. 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
  12. 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  
  13. View File Space Marine Kill Teams (SWA) Draft version of rules, pending decorations. Submitter Brother Tyler Submitted 01/27/21 Category Shadow War: Armageddon  
  14. 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  
  15. 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.
  16. 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.
  17. 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  
  18. Since most players don't get down into the Homegrown Rules forum, I figured I'd post these here. I've been developing rules for the eldar corsairs in the Kill Team game (and I've had lots of great help from a few members). I previously posted a version in the Downloads section, but have since reorganized and expanded those rules following the release of Elites. The rules now include commanders and elites choices, as well as sub-faction rules (following the Elites example). You can see the current version of the rules below: (click on the images for full size versions) I'm looking for feedback from players that have experience playing Kill Team. The limited playtesting I've done (it's difficult to playtest solo ) and the theorycrafting that has taken place in the Homegrown Rules discussion have led up to what you see above. My playtesting was limited to games against similar asuryani and drukhari lists, and all of my playtesting was pre-elites (i.e., before ghostwalkers and malevolents were added and before everyone could take corsair jet packs). We think it's ready for prime time, but it would be great to get more eyes on things to ensure that everything looks fair. Some issues for consideration: The most contentious issue is the availability of corsair jet packs for everybody. Their impact has been limited, following the pattern of t'au jet packs and granting only 2" of additional movement along with the FFLY and JET PACK keywords. Adeptus Astartes jump packs double movement (+6") and grant the FFLY and JUMP PACK keywords for only 6 points, so 4 points looks relatively safe (there are arguments that this might be too expensive). The tactics are drawn from other factions, mostly asuryani and drukhari. The coterie specializations (sub-faction rules) are drawn from other factions, mostly asuryani and drukhari. You can see more in-depth explanations and exchanges here. Thanks in advance!
  19. View File Aeldari Corsairs in Kill Team (Homegrown Rules) (KT 2018) Homegrown rules for playing the anhrathe (aeldari/eldar corsairs) in Warhammer 40,000: Kill Team (includes commanders and elites) The file can be discussed here. Submitter Ioldanach Submitted 02/14/19 Category Kill Team  
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