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Horus Heresy House Rules.


GhostMalone

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Love the rite of war. It's not about claiming objectives, it's about killing everything and leaving behind a radioactive waste land.

 

I've been thinking about the emperors children martial pride special rule and how the imperial fists blood and honour is much better. Both legions have to challenge. EC suffer if they lose the challenge, IF are better in the challenge.

 

So I was thinking about the following (wording need to be improved)

When resolving a challenge that includes at least one model from the EC, determine which model causes more wounds in each round. That models side counts as scoring an additional wound, when determining which side wins the combat. This is increased to D3 if their opponent has the independent character special rule.

 

In addition if a model kills their opponent in the challenge then their side scores an additional victory point.

 

This makes challenges a double edge sword (rather than a single edge pointing at the EC) Whoever is the best in the challenge will have more chance of breaking the enemy and has the possibility to gain an extra VP.

I like the Rite of War, I've come to like Destroyer Squads so the idea for a Xenocide Cadre is nice; I'd also add the options for Primaris-Lightning with Rad Missile Launchers and/or Phosphex Bomb clusters to be taken either exclusively or gain benefits if taken in this configuration.

 

As for the detriments to the actual RoW, you could make it that for every enemy non-vehicle unit that has survived at the end of the game (ie failed to get exterminated), the enemy gains +1VP.

 

That way you are encouraged to go in very aggressively and to focus on extermination over destruction (i think, my brains kinda fuzzy right now).

 

You could also make it bypass regular Salamander Limitations on taking Moritats and Destroyer Squads but make it so that their MotL HQ can only be a Delegatus (since none of the "proper" HQ Sally units would ever participate). 

I like that, Slips. Certainly works better than my initial idea for that drawback. Will have a look at fitting it in tomorrow.

 

I also like the idea about Primaris Lightnings being restricted. Will add that to the Forbidden Arsenal effect.

 

Not sure about how to apply it for Salamanders. Will play around with it a bit, but I do like that thought.

the phoenix guard

each of the legins had a dedicated cadre of warriors whose sole purpose was to guard and protect their primarch-Lord. Some of these guards were small, others were ignored by their primarch. For the third legion they were the fighting hear of the legion. An elite core that fought at the front of each and every engagement.

 

As such, they were much more than just a body guard, they were a fighting force onto themselves

 

Stat line

Phoenix guard WS 5 BS 5 S4 T4 W1 I4 A2 Ld8 Sv2+

Phoenix guard champion WS 5 BS 5 S4 T4 W1 I4 A2 Ld9 Sv2+

 

Unit type infantry (character)

 

Wargear

Artificer armour

Bolt pistol

Charnabal sabre

Frag and krak grenades

 

Special rules

Legiones astartes (Emperor's Children)

Stubborn

Sudden strike

Living icon

 

Options

May take an additional 5 phoenix guard

 

Any member may

Exchange their charnabal sabre for a power sword

Exchange their bolt pistol for volkite serpenta

Both weapons for a Phoenix spear

 

The entire squad may take

Sonic shriekers

 

The entire squad may take one of the following

Jet bike with heavy bolter

Tartaros terminator armour* the squad gains the implacable advance special rule

Boarding shields

Jump packs

 

*If terminator armour is chosen then the pheonix guard must upgrade the following weapons if they have them

Bolt pistol to a combi bolter

Volkite serpenta to a volkite charger

 

One squad may be upgraded to palatine blades and gain preferred enemy (characters)

 

Phoenix guard are an elite choice in an Emperor's Children's army. In addition a squad may be taken instead of a command squad.

 

A squad taken as a command squad may purchase a legion standard

 

The Phoenicians own

In an army that has Fulgrim as its warlord Phoenix guard may be taken as elite and troop choices. In addition and number may be upgraded to palatine blades.

 

As you can see an entire rewrite of the Phoenix guard and palatine blade rules. I didn't like how palatine blades were better at fighting than Fulgrim's bodyguard, so I made them a sub group of the Phoenix guard. Also changing their special ability to reroll to hit against characters, rather than counter attack (if you are being charged as EC you are doing things wrong).

 

Also gave them a lot of options to represent the different roles in the 200 strong Phoenix guard.

Death Guard Power Scythes;

 

Either keep them as they are, OR just give them the rampage special rule. As it stands, it's a weapon that only really moddelers would be interested in playing with; A Two Handed Power Axe which can trade 3 or 4 attacks for the ability to make 2? Surely, just simplify that as Rampage?

  • 1 month later...

Thought I'd resurrect this thread.

Redid the Rampagers to what I think is a more useful rendition of them, especially after seeing the ridiculous Templar Brethren in comparison. This rendition is much more "proto berserker" and makes them much more of a blender but very hard to control. 


Rampagers: 130 points

 

Rampager WS4 BS2 S4 T4 W1 I4 A2 LD7 SV3+

Champion WS4 BS2 S4 T4 W1 I4 A3 LD8 SV3+

 

Unit Size: 1 Champion, 4 Rampagers

Unit Type: Infantry (Chosen Warriors)

Wargear: Power Armor, Bolt Pistol, Chainaxe, Frag & Krak Grenades

Special Rules: Legiones Astartes (World Eaters), Feels No Pain (6+), Chosen Warriors, Scouts, Frenzy 

Frenzy: This unit passes all morale tests due to casualties and cannot be pinned. It must move towards the nearest enemy unit it can hurt whenever it moves, and must charge in the Assault Phase if it is within 12" of an enemy it can hurt. During the Assault Phase, all models in this unit gain an additional attack. 

Options:
May take up to 11 additional Rampagers....20 pts/model

Any model may exchange Chainaxe for Heavy Chainsword: 1 pt/model
Any model may exchange Chainaxe for Caedare Weapon: 5 pts/model
One in 5 may exchange Chainaxe for Power Weapon: 10 pts

Squad's Champion may:

exchange bolt pistol for plasma pistol: 10 pts
take artificier armor: 10 pts

May exchange bolt pistol or chainaxe for:
power weapon: 10 pts
lightning claw: 15 pts

power fist: 15 pts

Unit may take Jump Packs: 50 points
 

Well I had this idea for one

Nemeroth Aekhold Chapter Master of the Exalted Sons 300 points

WS6 BS5 S4 T4 W3 I5 A LD10 SV2+

Wargear

Artificer armour

Sigil of Darkness

The Veil Sword

Frag grenades

Krak grenades

 

Sigil of Darkness: the sigil of darkness grants Nemeroth a 4+ invulnerable save. In addition he may re roll failed saving throws of one

 

The Veil Sword

Range:- STR: +2 AP: 2 Special Rules: Melee Shred Instant Death Life Leech Boon of The God's

 

Life Leech: for each unsaved wound Nemeroth inflicts in close combat he regains a wound lost earlier in the game.

 

Boon of the gods: for each model slain by Nemeroth in close combat keep count of in the next psychic phase add this amount of extra warp charge to your warp charge total.

 

Special rules

Legionaires a started word Bearers

+ all normal praetor rules

His weapon is based off a 40k daemon weapon with the exception of it doesn't have the daemon weapon rule. Considering he's 300 points I think his cost is fair he only has 4 attacks tongue.png

He is pretty much invincible as he has 2+ armour and 4+ inv and can regain wounds

That guy is rivals Sigismund in power.  Outside the primarchs, Sigismund was the best combatant amongst the legions.  If you are doing anything close to that power level, people are likely to object.

 

My suggestion, drop the sword down to AP3 and lose the reroll to the saves and toss either the Instant death or the regain wounds aspect of the blade.  Even as is, that character is still at least 200pts.

That guy is rivals Sigismund in power. Outside the primarchs, Sigismund was the best combatant amongst the legions. If you are doing anything close to that power level, people are likely to object.

 

My suggestion, drop the sword down to AP3 and lose the reroll to the saves and toss either the Instant death or the regain wounds aspect of the blade. Even as is, that character is still at least 200pts.

Well the instant death rule and regains wounds was mainly due to being a demonic weapon and I wanted a way to represent that without transferring the daemon weapon rule to 30k shred was just a after thought. I may leave him ap2 but drop the strength bonus

In my opinion, when it comes to house rules and homemade characters, it is always better to err on the side of having an underpowered character than an overpowered one. Keep the rules and combinations of them simple, dial back the buffs if any are present to limit them to manageable levels and keep the individual in the middle of the field in regard to his peers.

 

To me, Nemeroth is unnecessarily powerful and simply ratcheting up the points to compensate does not salve the issue. If I were you I'd replace regaining wounds on the 'Veil of Darkness' with an FNP of 6+, dial back his regular armour to 3+ power armour, and make the Veil Sword S+1 AP3 Shred and Boon of the Gods. This would rein in the power that the character seems to have an abundance of and kick the several of the buffs into touch. 

 

This would make him a 3+/4++ FNP 6+ Praetor with fairly good CC abilities against most enemies but he'd certainly not overpowered, as he can be countered by other characters or dedicated units.

In my opinion, when it comes to house rules and homemade characters, it is always better to err on the side of having an underpowered character than an overpowered one. Keep the rules and combinations of them simple, dial back the buffs if any are present to limit them to manageable levels and keep the individual in the middle of the field in regard to his peers.

 

To me, Nemeroth is unnecessarily powerful and simply ratcheting up the points to compensate does not salve the issue. If I were you I'd replace regaining wounds on the 'Veil of Darkness' with an FNP of 6+, dial back his regular armour to 3+ power armour, and make the Veil Sword S+1 AP3 Shred and Boon of the Gods. This would rein in the power that the character seems to have an abundance of and kick the several of the buffs into touch.

 

This would make him a 3+/4++ FNP 6+ Praetor with fairly good CC abilities against most enemies but he'd certainly not overpowered, as he can be countered by other characters or dedicated units.

Good points I hadn't taken into account

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