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I'm going to start doing some renegades and heretics with some friends.  I wanted to have some CP abilities and relics.  Do anyone have any suggestions or additions to improve these?  

 

Crush Them! -- 1 CP, Vehicle can advance and charge.  If it does so increase it's WS to 2+
 
Call for fire! -- 2 CP, A friendly renegades and heretics infantry model with a vox caster can perform spotting for a renegade and heretics model with the artillery keyword instead of firing.  If it does so, any artillery firing at the designated unit can reroll wound rolls.
 
Supressive Fire! -- 1 CP, a renegade and heretics Militia Squad or Disiple Squad can fire twice in the shooting phase.  If it chooses to do so roll a d6.  On a roll of a 1, 2, or 3 this unit cannot fire in the until after your next shooting phase.
 
There's no preforming here!  -- 1 CP, join 2 renegade and heritics Militia Squads or Mutant Rabble into one squad.  These squads must contain all of the same keywords.
 
They're coming right at us!  -- 1 CP  Increase the roll on overwatch by 1 (To a maximum of by 1, so 6+ overwatch becomes 5+.  5+ overwatch remains 5+)
 
Highspeed (Low Drag) -- Only the best for you!  1 CP Increase a renegade militia squad BS and Armor saves by 1, 2 CP increase a renegade militia squads bs and armor saves by 2.  If you spend 2 CP on high speed your unit gains high drag, reduce it's leadership value by 1 (Spend during list creation)
 
Combatives Champion -- 1 CP Increase a mutant rabble or renegade militia squads WS by 2 (Spent during list creation)
 
Glory to the Dark Gods -- 1 CP to grant your chaos covenant rules to all renegade and heretic detachments
 
Chaos Boon -- 1 CP If a character slays an enemy character, vehicle, or monster roll 2d6 and consult the table in the codex chaos space marines
 
Life is cheaper in the Warp  (Thanks Goreshed) - 1cp - Select a unit engaged in combat, all other models in the army may shoot at that combat, all misses however hit the targeted friendly unit.
 
Relics:
 
Khorne Covenant:
Greater Brass Knuckles of Khorne -- Replace models Brutal Assaul Weapon with a weapon with the following profile:
Range Type S AP D Abilities
Melee Melee +1 0 1 Add 3 to models attack characteristics
 
Slaanesh Covenant:
Power Kris of Jealousy -- Replace models power sword
Range Type S AP D Abilities
Melee Melee Poison -4 2 This weapon always wounds on a 4+ unless the target is a vehicle
in which case it wounds on a 6+
 
Lesser Possesion:
Counts as a relic
Model becomes possessed by a lesser daemon with the following effects
Model gains daemon keyword and daemonic special rule
Roll a d6
1) Spawndom awaits you, replace character with a spawn
2) Khorne Daemon -- +1 STR, +1 Attack, model gains Unstoppable Ferocity
3) Slaanesh Daemon -- +2 Attack, +1 Movement, Quicksilver Swiftness
4) Nurgle Daemon -- -1 Movement, +2 Toughness, 5+ disgustingly resilient
5) Tzeentch Daemon -- +1 Invulnerable save, If target is a psyker, they learn an additional spell and can cast an additonal spell per turn.  If target is not a psyker they learn one spell, smite, and can cast + deny one spell
6) Select a posession of your choice
Edited by Vesem
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These stratagems would be fun to use and help to give us back some of the versatility and flavor that R&H had in 7th Edition. Thanks for taking the time to write this up.

 

The "There's no preforming here" stratage is arguably a bit under-costed since it could create an army of huge, albeit wimpy, squads tbat are effectively fearless if backed by enforcers. Perhaps make it 3 CP.

 

I really like the relics too. In my 8th Edition games, it's felt really weird when my R&H fight alongside my Night Lords Chaos Marines. The CSM characters get some pretty nice relics and my R&H warlord gets squat.

These stratagems would be fun to use and help to give us back some of the versatility and flavor that R&H had in 7th Edition. Thanks for taking the time to write this up.

 

The "There's no preforming here" stratage is arguably a bit under-costed since it could create an army of huge, albeit wimpy, squads tbat are effectively fearless if backed by enforcers. Perhaps make it 3 CP.

 

I really like the relics too. In my 8th Edition games, it's felt really weird when my R&H fight alongside my Night Lords Chaos Marines. The CSM characters get some pretty nice relics and my R&H warlord gets squat.

 

 

I might bump that up.  It feels like it could use some 3CP abilities too.  Oh, I forgot about warlord traits!  

 

 

You forgot the ever popular...

 

Life is cheaper in the Warp - 1cp - Select a unit engaged in combat, all other models in the army may shoot at that combat, all misses however hit the targeted friendly unit.

You're right...That does need to be added.  I love the idea of a Leman Russ unloading into a horde of mutant rabble to kill something their in combat with.

I think the majority of these are quite good. Thoughts:

- Supressive Fire: Theres a small word jumble on the 2 line, but I think I get what you are saying.

- I think a good 3 CP would be an extra fight in the assault phase similar to Khorne CSM (Could be spicy on a large unit)

- R&H really suffer from lack of special deployment options, something similar to Tide of Traitors CSM strat or the Ambush strat from Astra would be good.

Hmmmm this could be fun. My ideas won't be super polished, but I think there's some fun ideas in my head...

 

Relic: Aspiring Champion - Renegade Commander Only - Your Commander has been chosen for enhancement by traitor Astartes. Gains +1 ws, bs, s, t, w, a, and a 3+ save.

Idea: Capture the old Lost and Damned fun of a minor chaos champion leading the warband.

 

Relic: Tzeentch Covenant: Touch of Change - Close Combat Weapon with S: User, AP:0. For every enemy model you kill in close combat, roll a D6 at the end of that phase. On a 4+ place a Pink Horror of Tzeentch within 1" of this model. Models may be placed into close combat but may not attack in this phase, and join a unit of any other Horrors of Tzeentch if one is within 2".

Idea: is fitting with Tzeentch, but probably won't be overpowered as R&H characters aren't usually beat sticks, but could be fun and surprising. Alternately, same idea but with poxwalkers for Nurgle.

 

Strategem: The Taint Runs Deep: 1?CP. Play when a unit of enemy infantry is destroyed in a shooting or combat phase by a R&H infantry unit. The R&H unit can regain d6 wounds.

Idea: Emboldened by your success, operatives come out of hiding to bolster a dwindling unit.

 

Strategem: Unchecked Mutation: Mutant Squad only. 1cp. Play after the mutant squad has attacked in close combat. The chosen squad of mutants is wracked with new mutations as their chaotic taint overwhelms them. The squad may immediately fight again in close combat, though suffers 2d6 mortal wounds after.

Idea: Cheap and usable on a large squad, but with the risk of killing a great number of your own as a result.

Honestly a lot of these ideas, like Kinstryfe's Aspiriing Champion Relic, sounds more like we just need a better codex. Which honestly...

 

I'm surprised GW hasn't given us that. Hell we have Admech and CUSTODES now, and with the number of different types of traitor mortal armies out there that is a lot of untapped potential.

 

Oh another CP one....

 

Hell Hath No Fury Like a Pissed off Chaos Marine - 1cp - A Traitor Marine yells really loudly and any unit within a 12" bubble of him passes all Moral Test for that phase. In their next movement phase however they must move towards the closest enemy unit.

Nurgle Covenant

The Creeping Death: It would be a S5 heavy flamer that inflicts one mortal wound on any infantry within one inch of any infantry that's slain by its wound roll.

 

I imagine it as a dirt and filth encrusted heavy flamer that's been touched/blessed by a greater demon of nurgle. Instead of requiring promethium, it now needs to be filled with the fluids of decaying corpses. Instead of blasting a gout of melting heat, it now blasts hot and rancid air that is filled with disease. The disease that The Creeping Death spreads causes its victims to bloat and explode, spreading even more of the toxic smell.

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