simison Posted August 17, 2015 Share Posted August 17, 2015 (edited) This thread is dedicated to the lore and mechanics of the unique weapons, equipment, and relics of this continuity. For any generic items that can be used by the legions, I'll edit it into this first post. Feel free to post legion-specific items in subsequent posts. Generic Relics The Legion Aquila The final sign that a Legiones Astartes was ready for deployment was when the Emperor bequeathed an Imperial Eagle. A standard with a golden eagle, wings open as it glared forward, ready for war. Not only a powerful symbol, the Emperor imbued each Aquila with a small measure of his power. Over the years, various fates have be felled these Eagles. Some forever secured in reliquaries. Others lost, a rare few tossed aside. The Aquila provides all units with the Legiones Astartes rule within twelve inches of the relic with the Stubborn special rule. Additionally, the relic bearer may choose to use to activate the hidden power within the Aquila as a shooting attack in lieu of his own. The shooting profile is as follows: Range S AP Type Wrath of the Emperor 30' 7 2 Assault 4, Deflagrate This relic costs 50 points and replaces one weapon on the current model. Only Praetors may purchase the relic. Edited December 1, 2017 by Lord Thørn Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/ Share on other sites More sharing options...
Praefectus Invictus Posted August 17, 2015 Share Posted August 17, 2015 Wyrmbat Hide Taken as trophies from the mighty Wyrmbats that roam the great continents, these thick hides offer a degree of protection and remind the bearer of home, steeling their mind against the horrors they might face. Wyrmbat Hide +20 points Confers the Feel No Pain (6+) special rule and Adamantium Will special rule to the bearer. Jackal Dydery A great war horn, the Dydery is painted with the glyphs, sigils and runes of the native Fugites, the bellowing war cry of the Dydery inspires the surrounding Jackals, cementing their resolve in the Imperial truth. Jackal Dydery +25 points (replaces Legion Vexilla option) The Dydery gives all models in the unit +1 leadership (to a maximum of 10) and all Legiones Astartes (SJ) units within 6" re-roll failed morale checks. At the moment, this stuff is just for the Jackals, but I can see certain warriors gifting Wyrmbat Hides to friends in other legions. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149319 Share on other sites More sharing options...
AlphariusOmegon108 Posted August 17, 2015 Share Posted August 17, 2015 (edited) *Ahem* 'straightens clothes *so.. *Princeps Contemptor 265ptsws5 bs6 F14 S13 b12 I4 A3 ld10 HP4Wargear:-Dark age of technology archeotech cannon-rad cannon-alios missle launcher (With 4 shots in place of 3)-artificer plated-nuncio voxspecial rules:Ancient lordcharactergod of warArcheotech cannon: R24 S6 ap3 large blast, heavy 2, rendingRad cannon: R36 S5 Ap2 large blast, rad phage, instant death, heavy 1Artificer plated: Counts as extra armor, armored ceramite and a flare shieldAncient lord: Only one may be taken in a army list, takes up a HQ slot, may never be the warlordGod of war: all friendly units within 12" of this model gain the fearless and stubborn special ruleOptions:May replace archeotech cannon for another rad cannon. +15 ptsmay replace alios missle launcher for two twin linked kheres battery +35 ptsTigris claws. +1S, AP2. Rending, Shred, Instant death. +25pts, may have up to two (replaces arms)Destroyer volkite +20pts eachLimited fire. R"24 S8 AP3. Haywire, master crafted Heavy, 3., deflegrateSustained fire R"16 S7 AP3 Twin linked, gets hot. Heavy 3, small blast., deflegrate-------------------------------------Hunter packs, fast attack, 185ptsHunt master: ws5 bs4 S4 T4 W1 I4 A2 Ld9 sv3+Hunter cat: ws4 bs0 s4 t3 w1 I5 A. D3 ld6 sv5++ fnpwar coyotl: ws3 bs0 S5 t3 w2 I5 a4 ld3 sv5++ fnpNamacuix: ws4 bs3 S6 T5 W4 I5 A4 ld5 sv4+/5++fnpUnit composition: 1 master and 2 catsWargear:Master- Power armor, grenades, power sword, melta bombs, nactherium, b type drugscat- claws and teeth (counts as two ccw)coyotl: Adamantium teeth (ccw with rending special rule)Namacuix: adamantium teeth, carapace armor, b type drugs, flame throwerspecial rules:astartes (EW) (master only)rage (creatures only)rampage (creatures only)fearlessBulky (coyotls and namas only)Options:May buy two extra masters: +20pts eachMay buy up to four extra cats: +10pts eachMay buy up to 5 coyotls: +10pts eachmay buy up to three (Only one per master) namas: +65 pts eachMay buy a spartan transport------------------------------------------Shadows 225 ptsShadow: ws4 bs6 s4 t4 w1 I4 a2 ld10 sv2+unit: fast attack, 5 shadowswargear:Tactical needle rifleartificer armorcamo cloackshroud bombesfrag and krak grenadespower swordspecial rules:Shroudstealthinfiltrateheadhunters (see seekers entry)sniperscoutlegion astartesfearlessoptions:May take up to 2 missle launchers with web +20 ptsmelta bombs for the whole unit +20 ptsTactical needle rifle: May use the needle profile every turn, the other profiles may only be used once eachNeedle: r36" s2 ap5 poison 3+, salvo 4/6, rendingPlasma: r18" s6 ap2 gets hot, rapid firegrenade launcher: r12" s8 ap4 heavy 2, haywire, blastChem: r template s poison 2+ ap4 rending, soulblazeMay take up to 5 more shadows for 35 pts each--------------------------------------Mars pattern deathstorm pod1-3 is one heavy support slot, they cost 90 points per modelArmor: 12 all roundrules: Internal guidance system, flatten, automatic shooting battery, inmobileweaponry: 5 cyclone missle launchers, may be replaced for predator autocannons (4 shots per gun) for 20 ptsFlatten: when landing the drop pod, lay down a small blast marker, all models under this model suffer a tank shock with strength 7 AP3, if there are still models left under the template after wounds are resolved, the drop pod will suffer a crew shaken resultAutomatic battery: after landing, it may fire in the ownings player turn at BS 3 in any direction.-------------------------------------MkI TDA squad - 225 pointsBS5 WS4 S4 T5 W1 A2 I4 LD9 SV1+*Unit Type: Infantry (Very Bulky)Unit Size: 3(Two terminators and one Terminator Sargeant) (Sarge had one extra A and LD)Wargear:Saturnyne Tactical Dreadnought armorCombi BolterPower FistData Djinn slave- May take up to two more TDA marines...........+45 points per model- Any model may swap combi bolter for one of the following:...............Heavy Flamer +5 points...............Tri Barrel rotor cannon** +15 points...............Volkite Caliver +5 points...............Mk 1 Plasma Cannon +20 points- For every two models, one may take a carapace mounted:..............Heavy Bolter +5 points..............Twin Linked missile launcher +10 points- Terminator Sargeant may switch his power fist for:.............Power Talon +10 points.............Thunder Hammer +5 pointsRules:*Saturnyne TDA:This armor was adapted from protective suits used in plasma reactors. It makes the marine inside a veritable juggernaut and weapons platform, but restricts most forms of movement. Models in this armor have a 1+ save. This means that the model will still fail a save on the roll of a 1, but AP2 weapons do not ignore its armor save. AP1 weapons will, however, ignore this model's armor save. This armor also affords a 5+ invulnerable save.Models in this armor have the slow and purposeful rule and reduce their charge and fall back distance by 1". Successful Initiative rolls made by this unit must also be rerolled. and count all CC weapons as unwieldyData Djinn slaves:These integrated independent machine spirits allow a marine to engage a variety of threats on the move while still maintaining unit cohesion.One model in this unit may choose in the shooting phase to fire at a different enemy unit then its squad. Also, if the unit has any carapace mounted weapons, they may be fired at a separate unit within LoS as well.fearless, stubborn, adeptus astartesSpecial Weapons Rules:*Tri Barreled rotor cannon:This weapon was being largely phased out of use due to its voracious ammo appetite and quickly melting barrels, however, it still gained much affection by those who used it.Range 24" S5 AP3 Heavy 3+D3 Rending, Gets Hot!Power Talons:Fashioned after the Emperor's own talon gauntlet, this weapon was incredibly hard to produce, but found its way into the hands of the first pioneers of the TDA project. Hooked barbs at the ends would peel away armor just as easily as flesh.Melee S+2 AP2 Shred, Specialist weaponMk1 plasma cannon: R24" S8 Ap2 gets hot, blastAny legion is allowed to take this unit and its variants------------------------------------------0-1 elite TDA corpse huntersSame as TDA termis except: Remove all ranged weapons options+1ws, -1bsRemove combi bolter for a lightning claw (negates the unwieldy rule)may buy up to 5 EXTRA tda's on top of the normal two-----------------------------------0-1 Elites choice Purgation Unit(See above entry for unit, size, options, etc.)This TDA armored unit is loaded with rad munitions, oxygen burners, and a variety of other toxic weaponry. These squads are sent into the thickest part of xeno clusters and habitats to utterly scour clean the landscape of their filth.- One Model may exchange their combi bolter for.....phosphex petard +20 points- Unit Sargeant may take.............rad grenade harness +10 points- Models equipped with twin linked missile launchers may exchange their krak and frag rounds for rad missiles +10 pointsSpecial Weapons Rules -Phosphex Petard:A weapon of unimaginable lethality, both to its victims as well as its user. This weapon sprays compressed liquid phosphex that ignites on contact with the air.Range: Template S4 AP2 Gets Hot!, FleshbaneRad grenade harness:Made in a similiar fashion to later production of grenade harnesses, this weapon launches two short half life rad munitions to weaken particularly large xenoforms.Range: 12" S3 AP3 Poison (3+), Rad Phage**A wound caused by this weapon reduce the affected model's toughness by -1. Edited August 18, 2015 by AlphariusOmegon108 Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149356 Share on other sites More sharing options...
Slips Posted August 17, 2015 Share Posted August 17, 2015 My Legions Specialist Wargear: -Obscura-Pattern Jump Pack: + A Special Pattern of Jump Pack produced on Ionas Forge-Moon of Obscura, this type of Jump Pack was void and underwater operable and capable of longer, sustained flight. + The Obscura-Pattern Jump Pack confers the Bulky Special Rule and ignores the negative effects Jump Infantry would normally be subjected to in Zone Mortalis Games where the Hard Void Rules are in play. Additionally, This type of Jump Pack can be used in both the Movement and Assault Phases. + A Model Equipped with an Obscura-Pattern Jump Pack gains the Shrouded Special Rule on the Turn they arrive from Deepstrike Reserves. + Any Independant, Non-Unique Character with the LA(SH) special rule may Purchase an Obscura-Pattern Jump Pack for +25pts. Any Independant Character unable to be ordinarily equipped with a Jump Pack may not Purchase this item. -Iona-Pattern Narthecium Array: + A Special Type of Narthecium created by the Scientific Minds of Iona under direct supervision from Inna Santor, this suite boasts much improved Medical Tools and Sensors capable of treating even the most grievous of wounds. + A Primus Medicae Consul and Legion Apothecaries with the LA(SH) special rule may purchase this item for +10pts and +30pts respectively and permits Units joined by a Primus Medicae to re-roll all failed Feel No Pain Attempts (This overrides the restriction present in the LA(SH) rule). + A Model Equipped with an Iona-Pattern Narthecium grants themselves and their unit Feel No Pain (5+) and successful wounds caused by Poison and Fleshbane attacks must be re-rolled. -Wave Blade + A Wave Blade is a Power Sword variant native to Iona made from an Ore found only in the Deepest Oceanic Ridges. The Resulting Metal is of an unmatched Glacial-Blue and the Blades are only allowed to be created by the Greatest of the Legiones Armorium Artificers. It is due to this that the weapon isn't as widespread throughout the Legion being mostly found in the hands of Legion Officers. It has also been used as a Gift presented to the Commanding Officers of exceptional Inter-Legion Operations involving the Scions Hospitalier (CREATIVE LICENCE FOR Y'ALL TO GIVE THEM TO SOME OF YOUR OWN CHARACTERS) + A Character with the LA(SH) special rule with the option to purchase a thunderhammer may, for +20 Points, exchange their Chainsword/Combat Blade and/or Bolt Pistol for a Wave Blade. + A Wave Blade has the following Profile: Range: --, Strength: +2, Ap3, Melee, Specialist Weapon, Rending (5+), Duelist's Edge, Master Crafted Might as Well add in my Legions Storm Eagle Pattern too: Little Fluff Notes: The Phaeton-Pattern Storm Eagle was Constructed Specifically to be Operable in Aquatic Environments and, by extension, The Void. However, due to its necessity to be resistant to the Crushing Pressures usually found at the Deepest Depths of Ocean Worlds, it has a bulkier and more reinforced structure compared to other Storm Eagle Patterns. Phaeton-Pattern Storm Eagle 285ptsBS F S R HP4 12 13 12 4Unit Composition: One Phaeton-Pattern Storm EagleUnit Type: Vehicle (Flyer, Hover, Transport)Access Points: + The Phaeton-Pattern Storm Eagle has Three Access points: One running the Length of the Side Hull on each side and One Underneath. Think Star Wars LAAT (google it) but more Grim Dark and Legion-y...and Storm Eagle-y. Special Rules:-Deepstrike-Assault Vehicle-Independent Turret Fire-Machine Spirit-Reinforced Structure + Confers a 5+ Invulnerable Save -Rapid Insertion + This Rule acts like the Storm Ravens "Skies of Fury" Special rule with the following changes: + The Models Scatter 1D6 instead of the Normal 2D6. Jump/Jet Pack Equipped Units do not Scatter, Terminator Armor Equpped Units may not perform this action. + May be Performed even if the Phaeton-Pattern Storm Eagle is Zooming. However, the unit scatters 2D6 (1D6 for Jump/Jet Pack Equipped Modes/Units) and may not Move, Run or Assault the turn they arrive if they are deployed in this manner. Terminator Armor Equipped Units may not Perform this action. Wargear:-Two Wing-Mounted Twin-Linked Lascannons-Two Turret-Mounted Twin-Linked Dual Volkite Culverins (One Nose/Front Mounted, One Rear Mounted)-Extra Armor-Armored CeramiteTransport Capacity: + The Phaeton-Pattern Storm Eagle has a Transport Capacity for 22 Models and may Carry Jump/Jet Pack Equipped Models so long as they follow the Normal Rules for Transporting Models with the 'Bulky' Special Rule. Options:-The Phaeton-Pattern Storm Eagle may purchase the following upgrades: + Ram-Jet Diffraction Grid +25pts + Flare Shield (Active in Hover Mode Only) +25pts + Chaff Launcher +15pts + A Single Depth Charge +75pts -A Depth Charge has the following Profile: + Range: --, Strength: 10, Ap1, Bomb, One Use, Armorbane, Large Blast (7"), Massive Massive: A Bomb Weapon with this Special Rule taken as an Upgrade for a Vehicle has its Transport Capacity reduced by Half until it has been Fired. For a Relic.....lets make one up right now: Light Strike Array An Energy weapon of unknown but decidedly human origin, it produces energy in an as-of-yet unknown method, collimates the Light Produced and emits it as a Blinding, Burning Beam of Photons before the firing the Accumulated Energy in a manner similar to a Railgun. The Result of this Two-Staged attacks is utterly devastating for both Organic and Inorganic Matter alike. It should be noted, however, that the Light Produced during all stages of firing the Weapon make it unsuitable for Covert operation, its Size, Energy and Charging Requirements before each shot also make it an unwieldy weapon even for Space Marines to use though the Noted Lack of Recoil does make it exceptional in this regard. An Additional Note is that, depending on Atmospheric Conditions, the weapon can be rendered Ineffective or inoperable. The Light Strike Array has the Following Profiles. If the Weapon is Fired, the Photon Beam is always treated as being Fired First followed by the Energy Blast and the controlling player must use both Profiles. In the event that a single Profile of the weapon is unable to be fired ie: overwatch, then the entire weapon may not be fired. Photon Beam: Range: 48", Strength 5 Ap5, Heavy 3, Blind, Soul Blaze, Deflagrate, Luminescent*, Atmospheric Instability* Energy Blast: Range 48", Strength 8, Ap2, Heavy 1, Blast (3"), Blind, Atmospheric Instability, Fleshbane, Concussive, Luminescent Luminescent: A Model firing a Weapon with this special rule negates any effects of Night Fighting, Stealth and Shrouding in a 5" Area around it. Atmospheric Instability: Before firing the weapon, roll a D6. On a Result of a 1, a Weapon firing with this special rule has its Strength reduced by half, rounding up, Ap Reduced to 5 and loses the Blind, Soul Blaze and Deflagrate special rules if present. In this case, a single roll of a D6 determines the effect on both profiles. Costs 45 points. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149363 Share on other sites More sharing options...
Hesh Kadesh Posted August 18, 2015 Share Posted August 18, 2015 With respect to Alpharius, my personal thoughts is that this should be reserved wholly to the aspects of the Legiones we are modifying. Rather than creating Custodes rules and Thunder Warriors, which IMHO is another project entirely. We are also waiting for the rules for those rules to come out from FW. I don't think this thread or design brief should be a generic dump for everyones heresy era homebrew units, merely those pertaining to the legiones. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149747 Share on other sites More sharing options...
Slips Posted August 18, 2015 Share Posted August 18, 2015 Fair Enough! Only included my Legions Special Storm Eagle since it technically fits the bill. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149749 Share on other sites More sharing options...
AlphariusOmegon108 Posted August 18, 2015 Share Posted August 18, 2015 With respect to Alpharius, my personal thoughts is that this should be reserved wholly to the aspects of the Legiones we are modifying. Rather than creating Custodes rules and Thunder Warriors, which IMHO is another project entirely. We are also waiting for the rules for those rules to come out from FW. I don't think this thread or design brief should be a generic dump for everyones heresy era homebrew units, merely those pertaining to the legiones. Updated it for ya Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149751 Share on other sites More sharing options...
Doctor Perils Posted August 18, 2015 Share Posted August 18, 2015 Generic Relics The Legion Aquila The final sign that a Legiones Astartes was ready for deployment was when the Emperor bequeathed an Imperial Eagle. A standard with a golden eagle, wings open as it glared forward, ready for war. Not only a powerful symbol, the Emperor imbued each Aquila with a small measure of his power. Over the years, various fates have be felled these Eagles. Some forever secured in reliquaries. Others lost, a rare few tossed aside. The Aquila provides all Halcyon Warden units within twelve inches of the relic with the Stubborn special rule. Additionally, the relic bearer may choose to use to activate the hidden power within the Aquila as a shooting attack in lieu of his own. The shooting profile is as follows: Range S AP Type Wrath of the Emperor 30' 7 2 Assault 4, Deflagrate This relic costs 50 points and replaces one weapon on the current model. Only Praetors may purchase the relic. I haven't looked through all the posts yet but I like the principal of non-weapon relics. A few comments about the Legion Aquila: Don't forget to change the wording of the first line: "The Aquila Provides all units with the Legiones Astartes special rule within 12" of the relic..." or else limited to the same legiones astartes special rule as the model bearing the aquila (to avoid your opponent benefiting from the same buffs as your own models). Since it's generic, it can't only be for the Halcyon Wardens http://image.bolterandchainsword.com//public/style_emoticons/default/tongue.png I'd say that this attack may only be used once per game (it doesn't really seem logical for me for a space marine walking about "shooting a standard") I think the Aquila should be borne by a vexillarius of the Praetor's command squad, the commander's role isn't to hold the Legion standard. I know there's a limit of one relic of the same type per table, or something like that, but it might be a good idea to have the limit at one per legion on the table, something along those lines Have the Aquila grant an extra victory point: I know it's a debuff, but it's logical considering WHAT a Legion Aquila is. In view of all the proposed debuffs, it should be possible for the Aquila to provide an extra special rule (I don't know what though) and/or to revise the points for the relic. I know all this is a lot of extra work, but I don't feel these rules equate to a Legion Aquila, but more to a special relic Volkite Weapon. Not that that's a bad thing (so don't just scrap these rules), I do however believe that this deserves a slight rework http://image.bolterandchainsword.com//public/style_emoticons/default/unsure.png Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4149752 Share on other sites More sharing options...
simison Posted August 21, 2015 Author Share Posted August 21, 2015 Alright, fixed the relic (such an amateur mistake), and I like the VP loss if the Aquila hits the ground. Will add the new limitation soon, so either marine force can carry it. And, I'm certainly willing to give the vexillarius the option to wielding it. Not sure if I want to remove it from the Praetor himself since certain commanders are more hands-on than others, but I can be persuaded on that point. As to the shooting attack, I don't have an answer right now. What I would like to do is go over the development process first to get an idea of how it came to be, why people agreed that it was a good relic to adding it to the Wardens, and compare that to your suggestion. That'll take me a bit. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4152641 Share on other sites More sharing options...
Raktra Posted August 22, 2015 Share Posted August 22, 2015 Unique Legion WargearHell's Teeth - any character may replace their combat blade/chainsword for a set of Hell's Teeth for +10pts per model.RNG: - S: User AP: 5 Two-handed, +1 attack, shred, Brutal WoundsBrutal Wounds: Unmodified to-wound rolls of a 6 are resolved at AP2Hailing back to the prison gangs on Uran, Hell's Teeth were the nickname for the popular improvised weapons consisting two thick metal shanks at the same time, one in each fist. Old habits dying hard, after becoming Astartes the Berserkers improved upon their makeshift designs by setting them with proper handles and forging them from scraps of adamantium as opposed to old steel. Combined with their brutal fighting style, those who wielded these weapons became known for their unnerving skill at severing tendons and spinal cords, leaving the victims prone and useless as they bled out. Impact Thrusters - Any model that is eligible to take a jump pack instead replaces the option for a set of impact thrusters instead for the same price (note that models/units that come with a jump pack as standard, for example Assault Squads, are exempt from this and still restricted by the Angels Will Destroy The Skies rule). Models equipped with impact thrusters move an additional 3" each time they move, whether it be standard movement, running, charging, fleeing or consolidating, and have the Hammer of Wrath special rule.Note that this bonus movement does not affect pile-in moves, nor does it affect movement performed as part of a regroup move. In addition, models do not take difficult terrain tests, but must instead test for dangerous terrain when using their bonus movement in terrain pieces. For all intents and purposes, the model's unit type remains as infantry, but may not make use of transport vehicles.With the banning of the use of jump packs, Techmarines of the Berserkers of Uran began research into an alternative methods of increasing the speed of on-foot assault units so as to prevent displaying weakness to the other Legions. Working with the genius of the teachings of Mars and the simple-but-effective methods of the Berserkers, the devices known as "impact thrusters" were developed. Consisting of three high-powered pistons attached to each calf, they operated by firing hard into the ground as the Marine runs, allowing for short bounds between each step. While not as swift as traditional jump packs, there was no risk of overheating from extended use, and could be continuously fired without a worry over fuel. Executioner squads are masters of their usage, using the added momentum to slam their foes to the ground with a vicious shoulder barge before finishing them off with their chainswords. RELIC: Fulgurite Mattock (50pts)This deadly weapon traces its origins back to the day of Raktra's rescue by the Emperor, though its discovery did not happen until some time later. After the purging of the daemons that were mistakenly named Angels by the natives, the Emperor performed a rite of cleansing on the tainted land, leaving his mark on the place and burning away any remaining daemonic essence. When the time came for the world to be fortified and made ready for the recruitment of youths to become Space Marines, this area of was chosen as the ideal location for the screening and training of the Legion's librarians, as the risk of accidental feedback from the Warp was greatly reduced in such a holy area. Whilst constructio the foundations, members of the dig crews found one of their drilling machines had blunted itself on seemingly soft earth. Digging manually to search for the root of the problem, they uncovered a long, thick curved spike that had become lodged in the ground. Those present at the discovery said to have been overcome by a feeling of overwhelming awe, yet at the same time fear, when they gazed upon it. Soon enough, the Berserkers came to investigate the object, and stole it away to be examined more thoroughly. Though they did not realise its full power, nor that it came from the Emperor himself, the Berserkers recognised it as an extremely potent tool and, as is their way, immediately began to weaponise it. This resulted in what was essentially a stylised thunder hammer that required no power source, and would respond to the wielder's preferred fighting style almost perfectly, be it a serious of swift blows or a vicious two-handed gouge.RNG:- S:+2 AP:4 Melee, Concussive, Rending Alternatively, the weapon may be wielded in both hands, using the curved hook edge of the weapon, in which case using the following profile: RNG:- S:+2 AP:2 Melee, Smash, Rending, Instant death, Two-handed, Unwieldy The bearer chooses which method to utilise the weapon at the start of each round of close combat. He may not divide his attacks between the two modes during a round. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4153533 Share on other sites More sharing options...
Hesh Kadesh Posted December 3, 2015 Share Posted December 3, 2015 (edited) Had a thought for a new generic Relic; Prototype MkVIa Corvus-Alpha The MkVI armour is an extreme rarity among the legions prior to the Insurrection; a difficult design process and its use being directed mainly at mon typical legionary tactics, it was hard to take on. Some legions took better to it than others, notably the Jackals, leading to the unofficial name of 'Jackal suits'. Other legions often just discarded their trial suits, leaving them in the armouries to be reused for spares and rarely cared enough about it to give it a name past.its official designation of 'Corvus'. However a few individuals were gifted original prototypes designated MkVIa Corvus-Alpha suits offering improved protection and sensory arrays, and incredible speed. This suit of artificer armour provides the Bearer with Night Fighting and Fleet Special rules, and grants +1 to any Cover Save he has to make. Basically makes a Praevian more interesting with Vorax, as they gain Fleet and Scout. Edited December 3, 2015 by Hesh Kadesh Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4242205 Share on other sites More sharing options...
Big Bad Squig Posted December 3, 2015 Share Posted December 3, 2015 Had a thought for a new generic Relic; Prototype MkVIa Corvus-Alpha The MkVI armour is an extreme rarity among the legions prior to the Insurrection; a difficult design process and its use being directed mainly at mon typical legionary tactics, it was hard to take on. Some legions took better to it than others, notably the Jackals, leading to the unofficial name of 'Jackal suits'. Other legions often just discarded their trial suits, leaving them in the armouries to be reused for spares and rarely cared enough about it to give it a name past.its official designation of 'Corvus'. However a few individuals were gifted original prototypes designated MkVIa Corvus-Alpha suits offering improved protection and sensory arrays, and incredible speed. This suit of artificer armour provides the Bearer with Night Fighting and Fleet Special rules, and grants +1 to any Cover Save he has to make. Basically makes a Praevian more interesting with Vorax, as they gain Fleet and Scout. I approve, if simply because it gives a Dune Serpent in ruins a 2+ cover... Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4242608 Share on other sites More sharing options...
Hesh Kadesh Posted December 3, 2015 Share Posted December 3, 2015 Only that character though ;) it is all well and good to try and tank those AP2 shots, but if it's S8? Kasplooey! I don't think it is any more imbalanced than Artificer Armour personally, especoally as Shrouding is only a Psychic Power Away and effects the entire unit. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4242760 Share on other sites More sharing options...
Sigismund229 Posted December 3, 2015 Share Posted December 3, 2015 I still think we should change the name...(becomes a 3 year old once more amd flounces off) Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4242803 Share on other sites More sharing options...
Grifftofer Posted December 4, 2015 Share Posted December 4, 2015 Might I suggest that it be a 3+ save artificer armour that instead provides the benefits listed? And just make it a straight swap for artificer armour for those who want it. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4243018 Share on other sites More sharing options...
Raktra Posted December 4, 2015 Share Posted December 4, 2015 I quite like it as-is. Name change, sure, but otherwise I'm a fan. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4243069 Share on other sites More sharing options...
Grifftofer Posted December 4, 2015 Share Posted December 4, 2015 That's fair enough. I just seem to have ingrained the idea of side-grades being preferential to direct upgrades as it promotes diversity and choice rather than a 'one true build' :P Of course YMMV. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4243123 Share on other sites More sharing options...
Skalpynock Posted December 7, 2015 Share Posted December 7, 2015 I'm thinking of a quad or hex rotor cannon Rapier for my legion-specific wargear, how would you guys rule that? Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4245452 Share on other sites More sharing options...
Doctor Perils Posted December 7, 2015 Share Posted December 7, 2015 I can't see any reason why not. What about a single barreled cannon otherwise? It would be more distinctive from all the multi-barreled Rapiers ? Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4245611 Share on other sites More sharing options...
Hesh Kadesh Posted December 7, 2015 Share Posted December 7, 2015 What about a Punisher Cannon Rapier? Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4245617 Share on other sites More sharing options...
Grifftofer Posted December 7, 2015 Share Posted December 7, 2015 Surely you'd never be able to carry enough ammo to keep it loaded :P (Punisher Cannon) Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4245628 Share on other sites More sharing options...
Big Bad Squig Posted December 7, 2015 Share Posted December 7, 2015 (edited) You could use a downgraded version of something like this: Retaliator Cannon: RNG: 24” S: 2 AP: - Heavy 16, Twin-linked, Rending, Pinning (copied from Insurrection Variants) Edited December 7, 2015 by Big Bad Squig Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4245630 Share on other sites More sharing options...
Hesh Kadesh Posted January 24, 2016 Share Posted January 24, 2016 (edited) Trying to bring this all together. I've not included units, because this is just meant to be a list of equipment at the moment. Has anyone seen Relics or wargear in other threads I've missed? Legion Relics Legion Aquila; (Generic) A Powerful Standard, capable of emitting a powerful arc of lightning Prototype MkVIa Corvus-Alpha; (Generic) One of the earliest proof of concepts for the MkVI pattern of power armour, as a stealthier pattern of armour more suited to the operations of legions like the Dune Serpents or Stygian Jackals. Wave Blade; (Generic) Occasionally gifted to officers who have served alongside the Scions Hospitaller with distinction, this is impressive blue blade forged of deep marine trench ore. Fulgurite Mattock; (Legio VII; Berserkers of Uran) A huge hammer forged of petrified lightning that heralded the Emperor's coming on Uran, it can strike with the force of Thunder Hammer without the need of a power source. Rimeshatter; (Legio XVI; The Drowned) A unique weapon among the Drowned, "Rimeshatter" is the traditional rank of the Grand Ayatollah of the legion's Pelagic Monarch's; it is a curious combination of both Power Spear and Lascutter, but it exudes an aura of hyper-cold that can sap the life of those it strikes with but the slightest graze. Legion Equipment [Legio VII]; Stygian Berserkers of Uran Hell's Teeth; A pair of heavy metal improvised daggers available to officers and sergeants harking back to the days before Raktra's discovery when makeshift weapons were all that were availabe. It is capable of ripping through flesh with ease and even Terminator plate in a pinch - and when equipped in the hands of a veteran skilled in their use. [Legio XVII]; Stygian Jackals Wyrmbat Hide; A Cloak made of the fauna of the Jackal's homeworld, offering protection of not only the body but mind as well. Possible gift to other legions. Jackal Dydery; Rather than being given Vexilla, the Jackal's use immense warhorns to communicate and rally themselves [Legio XVII]; Scions Hospitaller Obscura Pattern Jump Pack; An improved Jump Pack designed to operate in Zone Mortalis, and offer a much more controlled and longer burst of operation, as well as providing protection upon entry into the combat area. Iona Pattern Narthecium Array; An improved Narthecium, equipped primarily by the greatest Apothecaries within the Legion. Wave Blade; An exquisitely forged blade of ore found in the deepest trenches of Iona, this weapon is granted to the greatest officers of the Legion, as well as used as an ambassadorial gift to fellow officers from other legions who served with distinction alongside the Scions Hospitaller. Edited January 24, 2016 by Hesh Kadesh Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4283392 Share on other sites More sharing options...
Raktra Posted January 24, 2016 Share Posted January 24, 2016 Hell's Teeth are daggers. Hailing back to the prison gangs on Uran, Hell's Teeth were the nickname for the popular improvised weapons consisting two thick metal shanks at the same time, one in each fist. Old habits dying hard, after becoming Astartes the Berserkers improved upon their makeshift designs by setting them with proper handles and forging them from scraps of adamantium as opposed to old steel. Combined with their brutal fighting style, those who wielded these weapons became known for their unnerving skill at severing tendons and spinal cords, leaving the victims prone and useless as they bled out. Shame. Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4283573 Share on other sites More sharing options...
Hesh Kadesh Posted January 24, 2016 Share Posted January 24, 2016 Heh, my bad. I saw AP5 and Two Handed, and thought Heavy Chainsword. Have you considered giving them the Paired rule, for +1 Attack, given that they're a paired weapon? Link to comment https://bolterandchainsword.com/topic/312522-rules-the-armoury/#findComment-4283677 Share on other sites More sharing options...
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