GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 I have a few more ideas to tie in with the RoW and a new consul Designation that's sort of a mix between a siege master Vigilator and AL saboteur to take on a commando role. Any ideas from anyone else Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005430 Share on other sites More sharing options...
Daemon2027 Posted April 12, 2015 Share Posted April 12, 2015 Ive been thinking of ideas for a World Eater Breacher unit, like the one that Delvarus would lead. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005433 Share on other sites More sharing options...
GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 Brother write up an entry and we can make it work :D Terminators with siege pattern storm shields sounds good, give them a rule like blood list Preferred Enemy re roll charges and +1Str +1WS Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005436 Share on other sites More sharing options...
Daemon2027 Posted April 12, 2015 Share Posted April 12, 2015 I was thinking breachers with chain axes but maybe a flail type weapon for sgts. Want a rule to shoe their ill disapline. Ill sit down later and look. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005444 Share on other sites More sharing options...
GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 Could make it that they must always move and run due to the nature of there weaponry so no stationary and head to the closest infantry unit Maybe a disorganized charge or each character has to roll before combat and on a 1 the member strikes at I1 Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005445 Share on other sites More sharing options...
Daemon2027 Posted April 12, 2015 Share Posted April 12, 2015 Yeah that sounds good. I was thinking of some bonus for if they charge to represent their ferocity, maybe one that can be made higher if you take 20 to represent numbers but maybe that could be a ZM thing. I want them to hit hard but fall apart. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005452 Share on other sites More sharing options...
Praefectus Invictus Posted April 12, 2015 Share Posted April 12, 2015 Lower leadership? Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005453 Share on other sites More sharing options...
GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 If they roll a 6 before hand +1WS & +1I could work. I like the idea though Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005454 Share on other sites More sharing options...
Praefectus Invictus Posted April 12, 2015 Share Posted April 12, 2015 Maybe while the sergeant is alive they gain +1 WS and I. also maybe base strength 5 with rage and furious charge? Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005456 Share on other sites More sharing options...
spu00sed Posted April 12, 2015 Share Posted April 12, 2015 What about using the ogre Kingdom bull charge rule? If you roll high enough, on the charge dice, they gain HOW. (9 plus) If you roll even higher they gain HOW and +1 strength (11 or 12) Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005506 Share on other sites More sharing options...
Daemon2027 Posted April 12, 2015 Share Posted April 12, 2015 All very good ideas. Damn im going to have to sit down and work it out. The sgt could be a ble to take a meteor hammer. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005510 Share on other sites More sharing options...
Atia Posted April 12, 2015 Share Posted April 12, 2015 from our HH Skitarii thread: http://www.bolterandchainsword.com/topic/305898-hh-skitarii-collection-of-ideas/ What do you guys think about that tentative list: HQ: - Magos Explorator may take one of the following Order of High Techno-Arcana: - Malagra (enforcing the doctrine of the Omnissiah and the execution of the heretek and the transgressor), basically a HQ type of Sicarian - Ordinator (lords of the Ordinatus and Reductor), support officer, non-compulsatory HQ, allows you to take one unit of unaugmented Thallax as a non compulsatory troop choice - Lachrimallus (enforcers of the Adsecularis), support officer, non-compulsatory HQ, you need to take an additional unit of Adsecularis as troop choice - Vulpa (lord of the Electro-priests), support officer, non-compulsatory HQ, allows you to take one unit of Fulgurite Electro Priests as Elite choice - Magos Dominus, support officer, non-compulsatory HQ, allows you to take one unit of Castellax as non compulsatory troop choice - Skitarii Alpha Prime ELITES: - Tech Priest Auxilia, see Taghmata list - 0-1 unit of Myrmidon Secutors, see Taghmata list - Skitarii Rapier Balistarii (thudd gun, laser destroyer, heavy conversion beamer, graviton cannon) - Skitarii Praetorians (some heavier type of CC skitarii with phosphex weapons?) TROOPS: - Skitarii Vanguard - Skitarii Rangers - Skitarii Breachers (with shields and volkite chargers) - Sagitarii support units (rotor cannons, plasma calivers, volkite calivers, arc rifles, some kind of phosphex caliver?) DEDICATED TRANSPORTS: - Skitarii Rhino - Skitarii Land Raider - Triaros, see Taghmata list - Mars Universal Land Engine (or M.U.L.E. ) - Termite FAST ATTACK: - Avanger Strike Fighter - Sicarian Infiltrators - Sicarian Ruststalkers - some kind of spider-legged Skitarii? HEAVY SUPPORT: - Krios Battle Tank Squadron - 0-1 unit of Myrmidon Destructors - Skitarii Land Raider - Cerberus Heavy Tank Destroyer - Valdor Tank Hunter - Onager Dunecrawler - Mole LORDS OF WAR: - Mechanicum Questoris Knight Paladin/Errant - Knight Megaera/Styrix - Cerastus Knight Lancer/Acheron/Castigator - Warhound Scout Titan - Reaver Battle Titan - Fellblade/Falchion/Glaive Super-Heavy Tank - Skitarii Baneblade - Skitarii Stormblade - Ordinatii - Hellbore any thoughts? Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005530 Share on other sites More sharing options...
Daemon2027 Posted April 12, 2015 Share Posted April 12, 2015 Atia im really tempted to swing by town and grab some skitari. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005537 Share on other sites More sharing options...
ThatOneMarshal Posted April 12, 2015 Share Posted April 12, 2015 I like the idea of the sappers it might be cool to have them able to take those demolition bots that the solar auxilia get. They are meant to take stuff down as combat engineers. Maybe have an aspiring tech marine in their? On the trench raiders it would be nice to have shotguns as standard on them. They are meant to be moving through your opponents trench and are rapid moving unit also they tended to be a little bit more lightly armored. Also I'm a bit confused target acquired is only the legion sappers right? I might actually try some of these units out.Hmmmm I like the shotgun idea but will that take out an enemy marine?I wanted to balance it between recon veteran and seeker but without the cost of breachers. These guys aren't just for trenches so I wanted to give them some survivability with scout and weapon options and yes target acquired only applies to the sappers should I reword the rule? And does this feel balanced? Not sure weather they should be FA like seekers or troops? Edit: not sure how to work the tech marine idea or the demo bots, maybe the trench raider is a future breacher rather then techy I don't know why kurama but I'm really intrigued by these squads. I was thinking about it last night for the trenches they way you want them is as a skirmishes/harassment unit? I think rules you have cover that though I would potentially add move through cover. For wargear one idea that dawned to me was to give the shotguns the Caracas special rule from the death korps of krieg engineers. Basically it gives their shotguns shred but in exchange for gets hot. I don't know if that a fair trade for these guys. Another piece of wargear for these guys is to give them has grenades. These are small blasts that they can through that are poisoned 4+. For the sappers I think scratch the the aspiring tech marine. These are the guys you call in when you need a fortification or a tank dead. Since they are technically engineers you could give them to ability to repair things on a 6+. I like the acquired target rule however I think it needs a bit of rewording. Does it affect superheavys and walkers? Also you only say sappers in the rule description. Also you could always give them tank hunters or fortification hunters for that unit. Maybe it's because I've been wanting to play a trench themed apocalypse match or that I've been reading Alls Quiet on the Western Front but I love the idea of the units! Can't wait to see what else you've got. @Atia that list makes me want to buy some skittarii. Hopefully forgeworld will incorporate them into the mechanicus lists. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005846 Share on other sites More sharing options...
GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 Allright after work I'll rework the rules and try get a Version 2.0 done I like the idea for the shotgun and move through cover is a good idea, I'll remove the rotor cannons from the entry and increase the points for a standard squad by 20 give them all shotguns as a base loadout and bolters as a +7pts upgrade. Now on the super heavy front I think these guys aren't the blokes for that job I agree if there's an artillery emplacement or a bloody spartan giving you grief you bring these guys in with melta or combi melta, melta bombs, power fist and Breaching chargers to blast your way in. In saying that though I considered a Grav gun option but decided it was to much OP and cheese for one unit. Now I'm considering maybe even increasing the points threshold by 50pts for the move through cover and minor tweaks and putting a unit restriction on, making it max 0-2 squads per list and making them support choices as Troops so they don't cover your mandatory troops. This means for example your Grav and other goodies that you get from recons seekers and breachers aren't thrown out the window but fluff wise you could have breachers storming the trenches with these guys in front or behind acting as combat engineers should. Ohh and im thinking of giving them the option to pick like the veterans for 3 options one that could be for fortifications one ruleset against tanks and one for trench based warfare -tanks; Target acquired and tank hunter -trench based warfare; Stealth move through cover and special issue ammunition -fortifications; Maybe a haywire based attack I'm not sure need a fluffy idea. This will hopefully justify a points increase whilst not directly giving as mentioned before to much OP Cheese So let me know what you think on these changes. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005903 Share on other sites More sharing options...
Slips Posted April 12, 2015 Share Posted April 12, 2015 How about the option for Squad-wide Jump Packs /w Outflank (if they dont have it) for a more aggressive, reactive saboteur option? Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005914 Share on other sites More sharing options...
GhostMalone Posted April 12, 2015 Author Share Posted April 12, 2015 Could work if I do that though I want to put a restriction on some weapons maybe say squad can take that option but lose access to the weapon switches. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005926 Share on other sites More sharing options...
Slips Posted April 12, 2015 Share Posted April 12, 2015 Could work if I do that though I want to put a restriction on some weapons maybe say squad can take that option but lose access to the weapon switches. Restrict them to Assault Weapons / shotguns and Bombs/Grenades. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4005942 Share on other sites More sharing options...
Millicant Posted April 12, 2015 Share Posted April 12, 2015 Gentlemen, I have a question. Any chance we could make a separate topic for JUST house rules and re-name this to something more fitting? This thread is essentially wish-listing and home-brew/custom rules now, as opposed to "house rules" which I feel are a very different matter. I would very much like to hear people's house rules since they are often very constructive. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4006056 Share on other sites More sharing options...
ThatOneMarshal Posted April 12, 2015 Share Posted April 12, 2015 Good idea on the home brew rules. I'm wondering do any of you guys feel that certain consuls shouldn't have supportingn officer. I mean it's a balanced rule for bigger games but it's hard for small points games. Or if you want a budget consul. I feel that the praevian shouldn't have it. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4006087 Share on other sites More sharing options...
depthcharge12 Posted April 12, 2015 Share Posted April 12, 2015 For Dark Angels Legion home brew I run rerolls on gets hot for plasma weapons and +1 WS and LD when outnumbered in close combat. I feel it catches the fluff of the legion well, and hasn't been overpowered in any respect. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4006132 Share on other sites More sharing options...
Moonstalker Posted April 12, 2015 Share Posted April 12, 2015 Good idea on the home brew rules. I'm wondering do any of you guys feel that certain consuls shouldn't have supportingn officer. I mean it's a balanced rule for bigger games but it's hard for small points games. Or if you want a budget consul. I feel that the praevian shouldn't have it. I think it makes sense for a Praevian. His attention is focused on directing/controlling the robots he has with him, not leading the army. I also think he'd be a bit imbalanced without Support Officer, basically an auto-include. Even with Support Officer, he might be an auto-include already. I don't think Librarians should have it. There are already examples of latent (or trained) psykers that don't have the support officer rule and are doing just fine with leading large forces in battle. Granted, those are special characters, and so they might be a cut above the rest. But I think Librarians in 30k are a bit too rare and overpriced. Throwing support officer onto them wasn't a nerf they needed. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4006158 Share on other sites More sharing options...
Nakuth Posted April 12, 2015 Share Posted April 12, 2015 I have a few more ideas to tie in with the RoW and a new consul Designation that's sort of a mix between a siege master Vigilator and AL saboteur to take on a commando role. Any ideas from anyone else So, supporting officer, with a restriction that a Legion Artillery Tank Squadron MUST be taken. You can add some equipment that acts similar to a nuncio-vox, but maybe prevents templates from scattering if certain conditions are met (like the target is within LOS of the consul, etc.)? If you really wanted to bring in the synchronisation, you could allow additional benefits for the above if a MOS is taken..... Sorry for the random ideas and minimal coherancy, suddenly have a lot of free time on my hands due to work systems being down. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4006198 Share on other sites More sharing options...
GhostMalone Posted April 15, 2015 Author Share Posted April 15, 2015 Captain Khyrillion Icarus Strike Captain of the 112th Company, The Iron Mountain. 195pts WS6 BS4 S5 T4 W4 I6 A3 Ld10 Sv3+ Unit Composition -Khyrillion Icarus Unit type -Infantry ( Independent Character ), Unique Wargear -Master Crafted Power fist -Paragon blade -Plasma Pistol -Frag and Krak Grenades -Iron Halo Special rules -Legiones astrates (Iron warriors) -Rites of War -Master of the Legion -Born Survivor -Art of destruction Warlord Trait ....... to be added Born Survivor The first time that Khyrillion should be removed as a casualty during a game , roll a D6. On a result of a 2+ he lives on with a single wound remaining. Once this rule has been used once in a particular battle, it has no further effect. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4008670 Share on other sites More sharing options...
Tychii Posted April 15, 2015 Share Posted April 15, 2015 So a couple things, Strike captin is usally used for raven guard. His stats don't really make any sense. 5 str, 4w i6 all of those are wrong and would require huge point hikes to accommodate. 5str is super odd on a sm, and i6 would make him just as fast as sevatar. Then the wargear, mc str10 powerfist, no one in the game has that as infantry, other the. One character. Then you added an i6 paragon blade just incase for more protection, then added a free plasma pistol. Then his special rule. If you just added the items to a praetor he would be more. But you also optimized his stats, and gave him a special rule while decreasing his points. Overall, he would need to be around 230-250 points for this character to be in the ballpark of points cost. Link to comment https://bolterandchainsword.com/topic/305887-horus-heresy-house-rules/page/3/#findComment-4008969 Share on other sites More sharing options...
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