chaplain belisarius Posted October 2, 2011 Share Posted October 2, 2011 I have often been pondering creating my own chapter but im wondering-how far can you go with this? Is it best to write your fluff, choose a codex that suits your fluff and use counts as? or can you change things? I myself would love to be able to give my tacticals a heavy flamer as the squad heavy weapon (at a suitably overpriced cost!) and maybe allow all my sergeants to take thunder hammers? Would this be ok? I really dont want to be labelled as cheesy or beardy-i just have an idea for a chapter of my own and these are 2 elements id like them to have... I am grateful to my fellow gamers for any advice and guidance you can give me... (hope this is in the right place mods..if not, im sorry..) Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/ Share on other sites More sharing options...
Chengar Qordath Posted October 2, 2011 Share Posted October 2, 2011 When it comes to creating custom rules, you'd be better off in the Homegrown Rules section; Liber Astartes is more for custom fluff (although obviously there's going to be overlap between custom fluff and custom rules). When it comes to adding in more heavy flamers and thunderhammers, most folks probably wouldn't object so long as things are kept reasonably balanced (For example, taking Vulkan He'stan would probably have be ruled out, since his rules give big boosts to flamers and hammers). However, it also might be worth considering whether you can use a current codex to do a reasonable fascimile; Grey Knights, for example, can field plenty of heavy flamer-equivalents and hammers in every squad. Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2891335 Share on other sites More sharing options...
chaplain belisarius Posted October 3, 2011 Author Share Posted October 3, 2011 thank you for your reply (obviously vulkan would not be allowed to be taken-that would be overpowered!) (goes off to scratch head and come up with some fluff for his chapter) Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2891841 Share on other sites More sharing options...
Leonaides Posted October 3, 2011 Share Posted October 3, 2011 If you're house-ruling it, I'd suggest using the cost of heavy flamers from sternguard squads, and maybe taking TH costs from assault marine sergeants... Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2891873 Share on other sites More sharing options...
Chengar Qordath Posted October 3, 2011 Share Posted October 3, 2011 I might consider bumping it up a bit from the Sternguard cost; Sternguard pay a bit less than normal for some of their special/heavy options, since giving up a bolter with special ammo is a bigger significantly bigger sacrifice than just losing a normal bolter. Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2892035 Share on other sites More sharing options...
chaplain belisarius Posted October 5, 2011 Author Share Posted October 5, 2011 AAARGH! just typed up a beautiful description but deleted it! :D Anyway..here we go! :lol: Chapter-Iron skulls Primarch-Vulkan. Chapter badge-an iron skull Paintscheme-Grey armour, black shoulder pauldrons, metallic weapons and chest eagle, red eyes. Homeworld-none. Speciality-close range firefights/mechanised assault. Organisation-Codex. preferred units-chaplains, dreadnoughts, tactical squads, vindicators, sternguard. preferred weapons-melta weapons, flame weapons, thunder hammers. Motto- life is a prison, death a release. Chapter description-the iron skulls are cautious, taciturn, grim, determined, humanitarian, stubborn warriors who view the entire imperium as under their protection. The iron skulls view it as thier duty to protect the imperium and believe that if they must give thier lives to achieve this-so be it! Due to their cautious nature the iron skulls believe in gathering all the facts before acting but once they have decided on a course of action, only death can stop them from achieving their goals. The iron skulls rarely use plasma weaponry, seeing it as temperamental and risky. The iron skulls rarely field fast attack units in comparison to other chapters. Chapter tactics-sons of vulkan. Sons of vulkan-this replaces combat tactics and has the following effects- 1-all iron skulls are at -1 initiative (see note 1 below) 2-all iron skulls sergeants and characters may take a thunderhammer at +30points 3-iron skulls may NOT use Vulkan he'stan! 4-iron skulls tactical squads may take a heavy flamer as the squad heavy weapon for +20 points (see note 2 below) 5-all iron skulls are stubborn. Design notes. Note 1-I was tempted to use I4/3. Meaning that against I3 the iron skulls strike first but strike last against I4. But i felt this was too fiddly for casual games (even though it represents their slower reflexes much better!) note 2-i like heavy flamers..a lot. I wanted my tacticals to be able to take them. I have heavily overcosted the flamer and lowered the initiative so that this is more balanced though. (plus, no vulkan-that would be utterly overpowered and cheesy!) thats it! any comments or suggestions would be great...:evil: Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2892900 Share on other sites More sharing options...
chaplain belisarius Posted October 11, 2011 Author Share Posted October 11, 2011 Any feedback? Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2897615 Share on other sites More sharing options...
2.71828 Posted October 11, 2011 Share Posted October 11, 2011 More fluff!! Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2897830 Share on other sites More sharing options...
chaplain belisarius Posted October 11, 2011 Author Share Posted October 11, 2011 im thinking! i need feedback on the basic fluff/chapter tactics first though...thats the foundation. After the foundation is ok, i can then build on it! :D Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2897833 Share on other sites More sharing options...
NightrawenII Posted October 12, 2011 Share Posted October 12, 2011 I have often been pondering creating my own chapter but im wondering-how far can you go with this? Is it best to write your fluff, choose a codex that suits your fluff and use counts as? or can you change things? Me, and some others on this board, are of the opinion that you should keep the background and the tabletop separate, when working on the Chapter. The reason(s) are quite simple: #A Article looks more like list of justifications for rules and nothing else. #C DIYer is free to use whatever codex he wants to represent his Chapter. #B Rules change, fluff stays the same. im thinking! i need feedback on the basic fluff/chapter tactics first though...thats the foundation. After the foundation is ok, i can then build on it! ;) I'm sorry to be rude, but... There is no basic fluff, so there will be no feedback. Cheers, NightrawenII. Link to comment https://bolterandchainsword.com/topic/239659-my-chapter-the-iron-skulls/#findComment-2898308 Share on other sites More sharing options...
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