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Custom DIY rules


CCE1981

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Being a big advocate of making your own Chapter I wanted to pull together what we know about building our own custom Chapter.

 

So far it looks like we can pull two Chapter Traits and choose our Primogenitors, using their Strategems, wargear, and psychic powers.

 

Are there any sharp eyed people out there that can add to the list?

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Only one half of each primogenitor chapter will be available for selection, so we already know a few that are either limited to the parent chapter, or those using the Inheritors trait.

 

...and that's about it. I don't think they've told us anything else concrete.

Copied from someone else:

hungry for battle:+1" run and assault
 
-scion of the forge: house hawkshroud bonus
 
-duelist: unmodified 6 to hit with melee weapons become 2 hits vs infantry and bikes
 
-whirlwind of rage: unmodified 6 to hit with melee weapons become 2 hits on the turn you charge/are charged or use heroic intervention.can't take it with duelist
 
-knowledge is power: reroll any/all 1 during deny the witch/psy test
 
-stalwart: all to wound rolls fail on 1 AND 2
 
-fearsom aspect: -1Ld bubble (3")
 
-rapid assault: no malus to advance and fire assult weapons
 
-warded: 5+ FnP vs mortal wound

This is on top of the 7 we saw from the WarCom article:
Bolter Fusilade: Re-roll to-hit rolls of 1 when firing bolter weapons.
Master Artisans:Salamander re-roll.
Indomintable: Only ever lose 1 to Morale.
Stealthy: Enemy outside 12'', you get cover.
Preferred Enemy: Pick one of the listed enemy factions, re-roll failed hits in Melee against them.
Long-Range Marksman: 3'' to all range weapons.
Inheritors: Pick a CT, you get that. No other St selection.

This would mean we have seen 16/19 options.
 

 

I like how the blood ravens and spears lost their unique tactics. Good thing people paid money for their rules

I'm betting they'll still be legal, just not as good in comparison now.

 

 

What I mean is that their chapter tactics aren't unique any more, you can make any one with their chapter tactics (or in the Spears case, flat out better). So people who were excited for the Blood Ravens (like me) and paid for the white dwarf really only got a relic and a stratagem out of it. The argument can be made about the crimson fists one being invalidated too (and it has), but Blood Ravens won't have been out a month before there was really no point.

 

EDIT: Looks like Purgatus is a generic Relic, so Blood Ravens only got a Stratagem out of it

From this video review (https://www.reddit.com/r/WarhammerCompetitive/comments/cogen1/mob_rules_presents_the_full_space_marine_codex/)

 

Bolter Fusilade: Reroll 1s to hit for Bolt weapons.

Born Heroes: Characters can HI 6"

Duellists: Melee attacks vs Infantry/Bikers score auto wounds on 6s to hit (can't be combined with Whirlwind of Rage Tactic)

Fearsome Aspect: -1 Ld for enemy units within 3" of units with this tactic

Hungry For Battle: +1 to Advance and Charge rolls

Indomitable: Can only lose 1 model to Morale

Inheritors of the Primarch: Choose a First Founding Chapter Tactic instead of two Successor Tactics

Knowledge Is Power: Reroll one/both 1s when making Psychic/Deny tests

Long-range Marksmen: +3" to ranged weapons

Master Artisans: When Overwatching, shooting, or fighting, reroll a single hit and a single wound roll per unit, each time.

Preferred Enemy: Choose (Tyranids, Aeldari, Orks, Heretic Astartes, Necrons or T'au) - reroll melee to hit if you charge/get charged/intervene.

Rapid Assault: No penalty to Advance and shoot Assault weapons

Scions of the Forge: Damage table models have double wounds remaining for the row you use

Stalwart: Unmodified wounds of 1 and 2 auto fail against you

Stealthy: Get the benefit of cover against models more than 12" away

Stoic: +1 Ld

Tactical Withdrawal: Charge after Falling Back

Warded: 5+ FNP vs Mortal Wounds

Whirlwind of Rage: Unmodified 6 to hit with melee when you charge/get charged/intervene, get an extra hit (can't be combined with Duellists tactic)

 

 

 

What I mean is that their chapter tactics aren't unique any more, you can make any one with their chapter tactics (or in the Spears case, flat out better).

 

 

Making the Spears tactic from the Codex is not better than their previous tactic. It's different. The Spears tactic is unmodified 6s cause an additional hit in melee. The Duellists trait from the Codex is unmodified 6s cause an extra hit in melee against Infantry or Bikers. In other words, the Spears trait is still unique because it works against Vehicles, Monstrous Creatures, Beasts, Cavalry and Swarms. That's a pretty big deal - extra hits with power fists, thunder hammers etc against Vehicles and Monstrous Creatures really adds up.

Well, I agree and disagree.

 

The spears get to generate extra hits all the time, while whirlwind of rage is only first round of combat. But you also get to combine that with a second bonus. Duellist is 6s cause auto wounds, which isn't the same mechanic.

Bolter fusiliade, and prefered enemy.

Dorn Sucessor. Thanks

 

Space Sharks: Hungry for battle and whirlwind of rage.

 

Minotaurs: rapid assault, hungry for battle.

 

Exorcists: Warded and knowledge is power?

My God, I love this list.

 

Preferd enemy does not have SM?

 

Why would it? You might disagree, even violently, but you wouldn't specialize years of your training to fight those who are suppose to be your constant allies.

 

 

Because you're a pseudo-Ancient Greek Chapter that specialises in killing other loyalist Astartes at the behest of the High Lords of Terra?

 

 

Bolter fusiliade, and prefered enemy.

Dorn Sucessor. Thanks

 

 

Preferd enemy does not have SM?

Why would it? You might disagree, even violently, but you wouldn't specialize years of your training to fight those who are suppose to be your constant allies.
This is me disagreeing violently with you.

Rawr.

 

It would be perfect for Minotaurs yeah.

Minotaurs had preferred enemy SM if I am not mistaken.

From this video review (https://www.reddit.com/r/WarhammerCompetitive/comments/cogen1/mob_rules_presents_the_full_space_marine_codex/)

 

Bolter Fusilade: Reroll 1s to hit for Bolt weapons.

Born Heroes: Characters can HI 6"

Duellists: Melee attacks vs Infantry/Bikers score auto wounds on 6s to hit (can't be combined with Whirlwind of Rage Tactic)

Fearsome Aspect: -1 Ld for enemy units within 3" of units with this tactic

Hungry For Battle: +1 to Advance and Charge rolls

Indomitable: Can only lose 1 model to Morale

Inheritors of the Primarch: Choose a First Founding Chapter Tactic instead of two Successor Tactics

Knowledge Is Power: Reroll one/both 1s when making Psychic/Deny tests

Long-range Marksmen: +3" to ranged weapons

Master Artisans: When Overwatching, shooting, or fighting, reroll a single hit and a single wound roll per unit, each time.

Preferred Enemy: Choose (Tyranids, Aeldari, Orks, Heretic Astartes, Necrons or T'au) - reroll melee to hit if you charge/get charged/intervene.

Rapid Assault: No penalty to Advance and shoot Assault weapons

Scions of the Forge: Damage table models have double wounds remaining for the row you use

Stalwart: Unmodified wounds of 1 and 2 auto fail against you

Stealthy: Get the benefit of cover against models more than 12" away

Stoic: +1 Ld

Tactical Withdrawal: Charge after Falling Back

Warded: 5+ FNP vs Mortal Wounds

Whirlwind of Rage: Unmodified 6 to hit with melee when you charge/get charged/intervene, get an extra hit (can't be combined with Duellists tactic)

Long Range Marksmen and Rapid Assault would be my choice. Running the Assault Bolt Rifle, letting it be almost the same range as a regular but always getting 2 shots without penalty.

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