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4 Peas-in-a-pod Conquest Service!

 

Need an Oppressive Human Tyrant Overthrown?

 

Tired of Xenos Species Pillaging and being Nuisances?

 

Want to Join the Imperium of Man and have your sons Forcibly Drafted into the Legiones Astartes where 1 in 100 Survive to become one?

 

Call the 4Peas In a Pod Conquest Service Today!

Thats 1-88P-RIM-ARCH! Again, thats 1-887-746-2724! (this might actually be a Real Number, I dont know, dont call it)

Just give them new profiles, like this

 

Unity's Light

Comprises two pistols, Plasma and Volkite with the following profiles:

(Plasma)

Range: 18"   S: 7   AP: 2    Type: Pistol, Rapid 

 

 

(Volkite)

Range: 15"  S: 5  AP: 5  Type: Pistol, Rapid

 

Rapid: May fire two shots in the shooting phase. Note that this does not apply to the assault phase. Only one pistol may use Rapid per turn.

Koschei realizes he's depressingly late to the party and gets kicked from the top of a mountain :wink:

 

Also, seeing as Kozja is most definitely on the weaker end of the spectrum, Fulgrim is a good comparison points-wise

Edited by Big Bad Squig
My, admittedly possibly overpowered, idea is to give him the chain fire rule that moritats get. Just make it so that he can't use the rapid rule when he unleashes the chain fire. It was an idea I played around with for Mearann when he was more gunslinger than strategos, though is pistols weren't as good. Also it gives him a different use than most Primarchs who have to run in and slam something in mêlée. He would have a viable ranged option to compare with is combat abilities.

I've cleaned up Alex's page. 

 

And when it comes to the Warriors of Peace legion rules, I've decided against trying to turn them into an army of kung-fu masters and focus on rules that emphasize combined arms. The idea being is that if Jay has to command a legion, it must be an effective, clinical approach that focuses not on the individual but on the collective. So, I'm eyeing the Ultramarine rules for inspiration.

I've cleaned up Alex's page. 

 

And when it comes to the Warriors of Peace legion rules, I've decided against trying to turn them into an army of kung-fu masters and focus on rules that emphasize combined arms. The idea being is that if Jay has to command a legion, it must be an effective, clinical approach that focuses not on the individual but on the collective. So, I'm eyeing the Ultramarine rules for inspiration.

 

This would definitely seem more in line with the Grand Chinese medieval armies.

 

But you can still have a kind of kung-fu master consul type that replaces the champion ? Or else used in conjunction with the champions.

You can also create a specialist type, the Masters at Arms (or something in that vein), who outside of combat really do train battle-brothers, but become crazy kung-fu fighters on the battlefield, and can be taken as 1-3 as an elite option (like techmarines or apothecaries)

Legion rules, I'm thinking Leadership bonuses to units within a certain range of each other.

 

To expound, I'm thinking that if a unit is within 6-12 inches, it provides some kind of bonus: Stubborn, rerollable LD, or an immunity.

Edited by simison

Here's an early draft of one idea:

 

If a Unit with the special rule WoP is within six inches of another unit with the same rule, both units gain an immunity to Pinning tests. If a Unit is within two units with the special rule, that unit gains an Pinning and Fear tests. If a unit is within six inches of three other units with the WoP special rule, that unit gains an additional immunity to Morale tests. 

 

 

Yes, it's messy, but hence beta mode. It's been awhile since I've played a legion game, so I want to know how often a single unit accomplishes this. How long does that usually last? Keep in mind, I don't want another legion rule besides a negative, probably affecting challenges. 

 

So, how OP is it?

Definitely prune off the three units rule. You missed out the word "immunity" in the gains an immunity to Pinning and Fear tests.

 

I've never played HH yet, so I can't say if you should go with blobs of two or three units (at least) together to give extra rules, but I think there should really only be one case (i,e. just the Pinning and Fear immunity for blobs of three or more units)

 

 

It might well be OP like that for the moment, but it would mean people favouring foot sloggers, which would be nice :smile.:

I've played a few games of Heresy so far, and big footslogging units tend to stick next to each other because of lack of space. Hell, I played one two days ago where I couldn't even fit my entire army into my deployment zone :dry.: . I think the WoP rule will definitely come into effect quite a bit if you run big blobs of marines.

So finally presenting Daer'dd's rules. Sorry for any formating issues still on a phone.

 

Daer'dd

Primarch of the Iron Bears.

475 points

 

WS BS S T W I A LD Sv

6 6 8 7 7 5 4 10 2+

 

Unit Composition: 1 (unique)

Unit Type: Jump Infantry

 

Wargear:

-The Gauntlets of Ares

-The Ganzhymekwahawk

-Shell of the Juggernaut

-Stormwalker

-Tomahawk Charges

 

 

Special Rules:

-Sire of the Iron Bears

-Primarch

-Extremely Bulky

-Independent Character*

-A Father's Rage

-Forge Breaker

-Slow and Purposeful

 

The Gauntlets of Ares:

Range STR AP Type

* user 2 Melee, Mastercrafted, Specialist, Shred, paired.

 

The Ganzhymekwahawk:

Range STR AP Type

24" 6 4 Assault 4, Rending (4+)

 

Shell of the Juggernaut:

2+ save 3+ invulnerable save, may reroll one missed non invulnerable save per phase.

 

Stormwalker:

An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'dd for himself to compensate for his lumbering nature. It allows to deploy via Deep Strike without scatter and he may choose to move up to 30" during his movement phase once per game.

 

A Father's Rage:

If Daer'dd is within 12" of a unit in direct line of sight with the LA(IB) that gets destroyed, swept or otherwise removed from play, he gains the Rage and Rampage Special rules for the remainder of the game.

 

Forgebreaker:

There are few pure physical forces in the Galaxy like Daer'dd Niimkiikaa. On a charge he gains D3 Hammer of Wrath attacks with the concussive special rule. He also has the Furious Charge, Smash, and Wrecker special rules.

 

*1 to 3 units of Totem Guard may be taken without using any FoC slots. However Daer'dd may never be joined by any unit or independent character.

Edited by Chief Captain Redd

For Daer'dd: Smash seems superfluous since he already hits at S9 Ap2. 

 

Niklaas: For Buff #3: Limit it to a maximum 2+? Since you could theoretically get 1+ Terminators :P Same for Invulnerable Saves since you could potentially get 2+ Invulnerable Terminators & Antomantic Pavise Deredeo. Make the #6 Apply two Different Upgrades since the way its worded, you could roll 5 Twice and get 2++ Termies or 20man Breacher Blobs with a 3++/4++

For Daer'dd: Smash seems superfluous since he already hits at S9 Ap2. 

 

Niklaas: For Buff #3: Limit it to a maximum 2+? Since you could theoretically get 1+ Terminators :P Same for Invulnerable Saves since you could potentially get 2+ Invulnerable Terminators & Antomantic Pavise Deredeo. Make the #6 Apply two Different Upgrades since the way its worded, you could roll 5 Twice and get 2++ Termies or 20man Breacher Blobs with a 3++/4++

Done.

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