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Shadow War: Heresy (Homebrew rules collection)


Atia

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Howdy Guys and Girls smile.png

With the release of Shadow War: Armageddon, I thought it would be quite interesting to do homebrew rules for our Heresy armies in that game.

You can download rules for some of the factions here:

https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

From what I see we would need:

- A basic Legion team with legion specific variants (both stats and specialists)

- A team for Knights Errants and Blackshields aswell as Shattered Legions - note that Knights Errants would probably a low model team similiar to Grey Knights

- Solar Auxilia (Cults and Auxilia should be able to use rules for Imperial Guard)

- Mechanicum

- Sisters of Silence

- Custodes (although these would probably 1-3 models per kill team)

- Assassins (again, probably 1-6 models per kill team)

- Oh and Squats of course (since they weren't eaten by Tyranids yet tongue.png)

I know there are people out there who are better than me in doing homebrew rules - so let's do this as a community smile.png

Any ideas are welcome - /discuss!

Hey guys smile.png

I've found the old Inquisimunda rules - I think they will help us to get some base stuff done (especially for Solar Auxilia, Sisters of Silence and Assassins)

https://drive.google.com/file/d/0BzKfXx2Gt1WdOGYwYmQ0YTAtYTg3ZS00YmFkLWEyN2MtOWI1MzBiN2I0Zjk4/view

Will have to compare them with the Shadow War ruleset this thursday, but it sounds quite good smile.png

Hey guys :)

 

I've found the old Inquisimunda rules - I think they will help us to get some base stuff done (especially for Solar Auxilia, Sisters of Silence and Assassins)

 

https://drive.google.com/file/d/0BzKfXx2Gt1WdOGYwYmQ0YTAtYTg3ZS00YmFkLWEyN2MtOWI1MzBiN2I0Zjk4/view

 

Will have to compare them with the Shadow War ruleset this thursday, but it sounds quite good :)

I'd like to do something with alpha legion non-astartes operatives; well equipped vet guardsmen types, maybe some enhancements. Never really seen them representated on the table.

A mixed kill team with operatives and maybe one or two recon marines or headhunters leading.

Need to dig out my Codex Imperialis.

Okay so... Just spit-balling here but without full knowledge of the rules this is what I got in terms of Legions - most of it is just common sense from the LA:XX rules but seems as good a jumping off point as any.

 

DA:

  • Bonus to hit & parry with Swords
  • Special Ammo for HB (D6 Armour Pen Acid rounds)
  • Swordmaster Specialist

EC:

  • I bonus
  • Leader can take shriekers for WS debuff
  • Power Spear - VERY high armour and S modifier on charge, changes to worse power sword afterwards.
  • Palatine Blade Specialist

IW:

  • Very hard to pin down/ knock over
  • Shrapnel shell gives bonus to downing
  • Leader given cortex controller who can bring a Thallax
  • Heavy Weapon specialists get bonus to hit at long ranges

WS:

  • Glaive Access - can be useds as sword or axe
  • Psyber Eagle grants vision over/ around terrain
  • Movement based buffs?

SW:

  • More access to combat weapons (shields, power weapons), but less shooting options
  • Grey slayer specialist can charge & shoot (shoot as you charge)
  • Deathsword/ Wulfen?

IF:

  • Bolter bonuses
  • Access to breachers
  • Can teleport a single model

NL:

  • Penalties to run away/ game ending checks
  • Bonuses to outnumbering
  • Can grab trophies to cause fear
  • Raptor specialist
  • Chainglaive

BA:

  • Special Pistols
  • +1S on all CC weapons
  • Jump Pack specialist
  • Assault Cannon Heavy
  • BLADE OF PERDITION BECAUSE SCREW TRAITORS.

IH:

  • Resistant to shooting at long ranges (Inviolate armour)
  • Grav Gun access (Grav guns could cause people to fall off ledges and the like)
  • Bionics access (probably just a 6+ FNP or something)
  • Bionic advancements and different injury table if present
  • Cortex Controller & Thallax

WE:

  • Axes
  • Axes
  • Axes
  • Axes
  • Axes
  • AXES

UM:

  • Gladius - great at parrying when paired with another sword
  • Buffs if combined attacking
  • Leader loss is felt severely

DG:

  • Scythe
  • Chemical Flamers
  • Hard to pin
  • Run less, but not as hampered by terrain

1KSons:

  • Choose ONE cult arcana - applies to everyone and gives leader one psychic power
  • Order of the Blind specialist (psyker sniper!)
  • Asphyx shells

SoH:

  • Close range shooting bonuses
  • Something akin to merciless fighters
  • Banestrike
  • Justaerian (only legion with TDA specialist... Warmaster SON!)

WB:

  • Can take Daemon Special rule/ unique skills
  • Tainted weapon
  • Gal Vor'bak specialist

Sal:

  • Burninate everything
  • Bonuses to stopping the game from ending

RG:

  • Long Range shooting against them gets negatives (stealth etc)
  • Ravens Talons
  • Mor'deythan

AL:

  • Access to pretty much all skill progression
  • Can use one piece of wargear unique to other legions
  • Banestrike

The small skirmish game really lends itself to hyper-detailing. Bob Hunk's a bit of a second edition junkie, so he and I have been playing games using a mishmash of 2nd ed. 40k and Necromunda. Why's this relevant? Well, it's a perfect opportunity to give marines rules that match the newer background.

 

To that end, we treat each marine as a bit of a monster. Using the Master Inquisitor stats from the 2nd ed. Codex pamphlets gives you a stat line of: 4 7 7 5 5 3 7 3 9. 

They come to a round 100pts each when equipped as follows: Power armour, boltgun, bolt pistol, chainsword, frag grenades, krak grenades, and photon flash flares.

 

xxiv.jpg

 

It looks fairly obscene in isolation, but in-game, it seems to work really well – they'll munch through any unaugmented human one-on-one, and stand a fair chance against most elite-level aliens. However, the 2nd ed. rules mean they can be brought down through weight of numbers; it all fits quite nicely.

 

We haven't yet tried marine versus marine, but at squad level size, I think you'd end up with some great back-and-forths by upping the statline as outlined above. Importantly, having multiple wounds creates a meaningful reason to have a variety of weapons (multiple damage, for example), will give granularity to differentiate the Legions, and lets them act like marines :)

Awesome ideas, both of you. I'm still waiting on my preview copy, but from what I heard it may actually be worth to look into Inquisimunda as possible expansion to the basic Shadow War rules - not a huge fan of lots of restrictions GW used for the SW kill teams - especially the "specialist" one looks a bit weird from what I gathered so far.

I'm interested to see how Thallax turn out for your homebrew tongue.png

Well, Thallaxii similiar to Custodes or Assassins would have the issue of low model sized kill teams ;) - it hurts far more if a 200 points model dies compared with a 30 point grunt :P

I'd like to see all infantry options (eg: breachers and assault marines) available for all Legions. Then Legion specific units as Specialists.

I guess Assault Marines and Terminators would be generic specialists, with 1-2 legion specific variants.

That said I think we could go quite in detail once we nailed the basics - here's an example for Emperor's Children and Death Guard specific Kill Teams and how I would imagine the "progress curve":

Emperor's Children:

- 1 Sergeant

- up to 9 Marines

- up to 2 Marines with access to special weapons or heavy weapons

- max number not over 10

They could get access to breacher shields or other "specialist gear" later on via geld/ressources

"Specialists" would be generic ones (so let's say, Seeker, Terminator and Assault Marine) aswell as Kakaphony (traitor only) and Palatine Blade (with access to terminator armour later on) as legion specific variants.

Possible progress for the whole squad later on would be the change to "all in Slaanesh" aka access to noise weapons and other cool stuff (maybe even a Daemonette as specialist?).

Death Guard would be the same, but with legion specific access to Grave Wardens, maybe an option for Destroyers/Moritats? They could also progress to full on Plague Marines later on if they survive long enough 'till the transit to Terra msn-wink.gif

Also - all the traitors would have access to cultists I guess. Especially Sons of Horus, Emperors Children, Word Bearers and Alpha Legion - Dark Compliance style. Ultramarines would go well with "Guard Veterans" too (Calth or their field police).

General Astartes rules

Assuming they're not incorporated into Armageddon in some form, here are the relevant Space Marine rules from 2nd edition, which might provide some inspiration.

Break Tests
Space Marines who fail a Leadership Test become Shaken, not Broken. Shaken troops may not move towards the enemy but are otherwise unaffected by the condition. Shaken troops may move away from an enemy if you wish to, but this is not a requirement. Shaken troops are allowed to pivot to face an enemy; if surrounded, and therefore unable to move without approaching an enemy, they are only allowed to pivot. Shaken troops may attempt to recover during the Rally Phase, as normal. If shaken troops fail another Leadership test, they will become Broken.

[This was the old equivalent to And They Shall Know No Fear; it ensured Marines were affected by the morale rules, but were somewhat more resistant and reliable.]


Rapid Fire
If a Space Marine does no movement other than rotate, is not engaged in hand-to-hand combat, and is using a Boltgun, Bolt Pistol, or StormBolter, he may fire twice during the shooting phase. Both shots are at the same target. Part of a squad may Rapid Fire while the rest fires as normal

[i'd extend this to combi-bolters etc., personally]

 

Legion specifics

It's quite fun to 'backwardly adapt' current rules to 2nd, and I think it's best to refer to the background as much as the 'crunch' when doing so.

 

For example, Banestrike rounds have quite a lot of complicated rules in 7th, in order to work around the AP/Sv system. The background for them is, however, relatively simple – round designed to be better at penetrating Astartes armour. To adapt them to Armageddon/2nd edition rules, it's easy to say 'give them -4 armour penetration', but I think that'd be far too strong. A simple -2 (rather than the bolter's standard -1) is enough to give a flavourful boost without making them over-the top.

 

A lot of the more esoteric rules have similar simple and elegant equivalents in the older system – no need to have soulblaze mechanics on the Blood Angels' sword, for example, when you can simply say 'Models surviving a Blade of Perdition hit may catch fire', as that's built into the rules.

 

A few errant suggestions:

  • World EatersButchers' Nails as a purchasable option? Grants hatred, which can be optionally changed to frenzy for the remainder of the game at the start of a turn. If an LD test is failed, the Blood Greed status is automatically activated.
  • Night Lords – Causing Fear seems like an obvious choice, though it's quite a bonus. Perhaps models are unable to use anyone else's Leadership, or the squad uses the lowest LD for bottle tests?
  • Salamanders – improved ammo rolls?

 

The Imperial Guard used to have veteran rules that are obvious sources of inspiration.

  • Crazed Make Break test only if 50% of squad is lost in single turn. Word Bearers, World Eaters
  • Deadeye Shots Each model may re-roll To Hit die once each turn Imperial Fists, Ultramarines
  • Freedom Fighters Enemy models moving across ground already covered by squad suffer a single S3 hit. Alpha Legion, Raven Guard
  • Grizzled Roll 3D6 for Leadership test, take the best two. Sons of Horus
  • Guerrillas May run and hide in same turn. May also run and shoot any Pistol or Basic weapon, with a –1 penalty. White Scars, Raven Guard, Night Lords
  • Hardened Fighters May re-roll any single die in hand-to-hand combat; the original is ignored even if it's a fumble; opponents may not parry Sons of Horus
  • Slick Crew The heavy weapons team may shoot again if the first shot hits; second shot may be at the same target or a different legal target. Iron Warriors
  • Stealthy Ignore movement penalties for difficult or very difficult terrain; +1 Weapon Skill when fighting in hand-to-hand combat in such terrain; Line of Sight through woods extended to 4". Raven Guard
  • Street Fighters If the squad is in Soft Cover, enemy models are at -2 to hit this unit; if the squad is in Hard Cover, opponents are -3 to hit. Imperial Fists, Iron Warriors
  • Tank Hunters Immune to psychology induced by vehicles; May re-roll any or all armour penetration dice once per shot. Iron Hands

Quite a lot would need ameliorating or adjusting to get specifics, but lots of inspiration there.

 

Breacher Shield – based on the Suppression Shield rules
A model equipped with a Breacher Shield automatically inflicts an S3 hit resolves on a single opponent when it charges into hand-to-hand combat; this is resolved before HtH is started. Models wearing a Shield also receive a +2 bonus to their armour saving throw. As with all shields, these effects only apply if the incoming attack is from the model‘s front 90 degree arc of sight.

I had a go at an Alpha Legion kill team, as a full list rather than a chapter tactic. A mix of astartes and human operatives - recruits can become troopers, but troopers can't become specialists. 

Key equipment: Banestrike is sv -3, Power daggers are s -1 sv -3, Recon armour is 4+ save and additional -1 to hit at 8+ range, and heavy weapons get suspensor webs so can move and fire at reduced range.

Specialists are Saboteur, Exodus, and a change to turn a traitor...

 

 

Effrit (Leader)
m4 ws4 bs5 s4 t4 w1 i4 a2 ld10

Power dagger (s -1 sv -3), Bolt pistol, and Power armour 3+

Options: Bolter, Combi-bolter, Banestrike ammo (s4 sv -3), Silencer, frag and krak grenades, usual Misc kit.

Special rules:

Fire and maneuver - May shoot at -2 to hit and then run.

 

Operative (Trooper)

m4 ws4 bs4 s3 t3 w1 i3 a1 ld8

Combat blade and Flak armour 5+

Options: Carapace armour (4+), Sword, Las pistol, Bolt pistol, Lasgun, Hotshot ammo, Bolter, Banestrike ammo (s4 sv-3), Shotgun, Sniper rifle, frag and krak grenades, usual Misc kit, Target designator (if hits target all other shots at that target are +1 to hit and ignore any cover modifiers)

 

Informant (New recruit)

m4 ws3 bs3 s3 t3 w1 i3 a1 ld7

Combat blade and Improvised armour 6+

Options: Flak armour (5+), Sword, Las pistol, Lasgun, Shotgun

 

Legionary (Specialist)

m4 ws4 bs4 s4 t4 w1 i4 a1 ld8

Combat blade and Power armour 3+

Options: Recon armour (sv 4+ and additional -1 to hit at 8+ range), Power dagger (s-1 sv-3), Bolt pistol, Bolter, Banestrike ammo (s4 sv -3), Plasma gun, Melta gun, Flamer, Missile launcher with suspensor web (can shoot range 24 if move), Heavy bolter with suspensor web (can shoot range 24 if move), Banestrike heavy bolter ammo (s5 sv -3), frag and krak grenades, usual Misc kit.

 

 

Special Operatives

 

Saboteur

m4 ws4 bs4 s4 t4 w1 i4 a2 ld9

Equipment: Recon armour (sv 4+ and additional -1 to hit at 8+ range), Camo cloak, Power dagger (s -1 sv -3), Combi-melta, Silencer, frag and krak grenades, melta bombs, demo charge (one use, large blast, s6 damage d3 save -3).

Special rules:

Infiltration - can move twice before game starts

Vanish - when hiding can never be spotted more than 2 inches away

Bounty -  Worth 1 promethium if killed

 

I decided not to add a pre-game sabotage rule - I think Kill Team missions represent the sabotage in progress rather than the outcome, hence the bombs and demo charges.

 

Exodus

m4 ws4 bs5 s4 t4 w1 i4 a1 ld9

Equipment: Power armour, Power dagger (s -1 sv -3), Bolt pistol, Exodus rifle (To hit -1 at short range 0-8, s6, damage d3, sv -3)

Special rules:

Perfect timing - If Exodus doesn’t move then shots with Exodus rifle ignore cover

Optimised ammunition - Shots from the Exodus rifle which hit on a 5+ ignore any invulnerable saves

Target down - Earn 1 extra promethium bounty if enemy Leader killed by Exodus

Bounty - +1 promethium if killed

 

I see Exodus is a class of agent and not an individual.

 

Traitor

When opponent declares a human* special operative who does not have a premium bounty, the Alpha Legion player may attempt to reveal them as a traitor.  Pay 1 promethium and roll a dice before deployment, on 4+ the special operative joins the Alpha Legion team instead. The traitor operative will have a bounty on them. If they already had a bounty they now have a Premium bounty (d3 promethium).

 

* Human including guard, marines, chaos marines, chaos cultists, skitari etc. But not genestealer cultists, orks, eldar, tyranids, necrons, tau, etc.

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