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"Legiones Astartes" for the unreleased


Monkeychunks

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Hi all,

 

Just a bit of fun really. In the absence of full rules for 5 of the 18 Legions, has anybody ever tried to make a fill-in? I know that we have Stubborn/Furious as very broad fixes, but I was thinking of something a little deeper and more in-line with what the others have access to.

Say for starters:

 

 

Thousand Sons

 

The Cults of Prospero- All units with Legiones Astartes (Thousand Sons), that are not also Independent Characters, gain the Brotherhood of Psykers special rule. Their power is determined by the number of models currently within the squad, including any attached Characters. This power will fluctuate as models are killed or leave the squad. Attachments such as Apothecaries are considered to be a squad-member in all regards and do not generate separate powers or Warp Charges.

  • Units of 1 to 5 models generate no Warp Charges and Harness on a 5+. They know the Primaris power of their chosen discipline.
  • Units of 6 to 10 models generate 1 Warp Charge and Harness on a 4+. They know the Primaris power of their chosen discipline.
  • Units of 11 to 15 models generate 1 Warp Charge and Harness on a 4+. They know the Primaris and a single randomly-generated power from their chosen discipline.
  • Units of 16 or more models generate 2 Warp Charges and Harness on a 4+. They know the Primaris and a single randomly-generated power from their chosen discipline.

Units must choose to generate powers from Biomancy, Divination, Pyromancy, Telekinesis or Telepathy. Blessings which affect 'the psyker' only benefit a single model, chosen by the player.

 

Sorcerer-Librarians- Librarians drawn from the Thousand Sons do not have the Support Officer special rule and can be upgraded to Mastery Level 3.

Praetors can be upgraded to Psychic Mastery Level 1 for +25pts or Level 2 for +50pts.

Centurions (Including all Consul upgrades) can be upgraded to Psychic Mastery Level 1 for +25pts.

Independent Characters without Psychic Mastery upgrades do not qualify for the Cults of Prospero special rule above. When attached to a squad, they count as an extra member and can be used as a focus for generating the squad's powers, but do not count as a separate unit-of-one even when detached from a squad.

 

Heqa StavesAny Character can purchase a Heqa Staff for +10pts, replacing a close combat weapon or Bolt Pistol. A model using a Heqa Staff adds '1' to all attempts to Harness Warp Charges, but must be used as the focal model when resolving range, line of sight and Perils of the Warp.

 

Force WeaponsAny Character can replace a Close Combat Weapon or Bolt Pistol with a Force Weapon for +20pts. Characters with a Psychic Mastery Level may use them as normal; Other characters must power them using Charges Harnessed depending on their squad's size.

 

 

I'd love to see some ideas for the missing Legions, as well as any ideas for unique units or characters. Any comments on the Thousand Sons rules above? How about the Angels, the Wolves and the Scars?

I think that's a good base for thousand sons.

 

Of course representing them fully will be fw job, and there are many aspects to think of to do that.

Things like cults and the synergy of them fighting.

 

I proxied a praetor with the Libby rules, because captains of the fellowships, even the scouts were psykers.

 

They will probably have their own psychic powers for each cult, and access to brb powers.

 

Anyway enough of what they should have!

 

How about tutelaries? Additional points for one, can grant d3 extra power dice, adds a negative modifier to casting or something?

I think flesh change should be rolled for yes, with a higher chance of getting afflicted later on in game, especially when drawing on a tutelary. (Just re read thousand sons, can't wait until they cone out!!)

 

Heqa staff should have the force weapon option, and once active, stays through the game unless powered down.

 

Kopesh weapons should have the shred usr at ap3.

 

I'm not sure k sons used conventional apothecaries too much once they were reliant on their powers, atheneans could literally do all sorts, and saw to a lot of apothecary duties, I think when the remembrancers get hurt they go to atheneans temple.

Other parts mention atheneans healers being doctors basically to the gen pop of tizca.

 

Their negatives would be using tutelaries in battle, and being reliant on powers, and flesh change.

I can see sisters of silence becoming available to most legions, or allied with custodes.

Is a 6 or a 1 the bad roll on the perils chart?

 

I think it's a 6 correct? So maybe when casting powers and if a TS gets perils, they get +1 on the perils chart. That way they can't get the warp surge power and are more likely to get hurt.

Its the 1, 6 is smash 3++ and fleshbane

Ok lol so maybe a -1 on the perils table and a -2 if there's a tutelary present? It lets you get more dice, but ultimately comes at a cost. I guess it's pretty much the plasma gun of the psyker world :P

That's why it's tough to balance! Fw are having this exact problem, and so much playtesing going on.

You don't want to make them to unweildy, I mean, if your regular psykers without tutelaries they should be normal but a bonus.

With one maybe a roll of 1 will suffer a wound or something? Only invulns can save?

Fluff point - Athenians were telepaths. The Pavoni were the Biomancers.

 

I don't think 1k Sons need their own psychic powers as the five cults clearly align with the five BRB disciplines.

 

Your rules are good. For downsides I see three approaches:

1. Points - an unimaginative solution.

2. Greater vulnerability to Perils - represents use of tutelaries and Flesh Change.

3. Place restrictions on other units to represent their neglect due to over reliance on psionics. E.g. vehicles.

Well, the Ultramarines have their rules now, but they completely miss the mark and do not accurately represent the Legion at all. However, they can be represented somewhat faithfully by using just the basic army list with the 'Pride of the Legion' Rite of War. The Veteran squads can represent the development towards the contemporary Tactical Squads (their loadout and structure is closer to 40K Tactical Squads than the Legion Tactical Squads are). Plus it makes sense that the Ultramarines have a greater amount of Veteran squads (or Tactical Squads with a greater degree of veterancy) than the other Legions.

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