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First Founding Supplemental Units and Detachments


jaxom

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First up, assume I’ll eventually get around to porting over some Heroes of the Company for the bike-minded, jump-pack minded, and TDA-minded. They won’t be quite the Command Squad with X as days of old, but will be a “for everyone” option replacing the current supplement-locked options. Blood Angels will still get Sanguinary Guard, but no more Ravenwing Command Squad or Deathwing Command Squad. Similarly, assume I’ll eventually get around to almost all characters having bike, jump-pack, and TDA options.

 

The idea is to create a relative parity between the First Founding Chapters. We know the big four will get their own, so my focus is on the six First Founding which had previously received supplements. One unit, one character, one epic hero, and three detachments. Ultramarines are something of exception as they get a bunch of epic heroes instead. Maybe I'll do something for them, maybe not.

 

Please offer any constructive criticism you have. I'm primarily looking for feedback on if something is (accidentally) broken, interacts with something in a weird way, etc. 

 

Company Heroes On Bikes - Designed around more recent Marine tech, but should be relatively straightforward conversion work. Or not, if you want to go HAM.

 

White Scar Units - I specifically didn't do Chapter Master Jubal Khan because he's stuck on life-support in Khum Karta. A grav-bike unit was low hanging fruit and I took the flavor from the HH Falcon's Claws unit, should be a fun conversion and be a nice bully unit to toss at enemy characters. 

 

White Scars Hunter of Chogoris Detachment - Because you shouldn't have to take Ko'sarro Khan to get that feel... and he's not even on a bike. It's themed around the White Scars going after enemy leaders, running people down, and hitting hard in combat.  Feinting Withdrawal is a stratagem which I put in each White Scar Detachment as the White Scar's thing like how all Adeptus Astartes Detachments contain Armour of Contempt.

 

White Scars Tempest Strike Force - We often read about the White Scars riding around in the craziest weather on places like Armageddon and Vigilus. Combined with their Librarians, who I think are a stand-out feature in their lore, and I had the idea for a  Stormlance alternative. It's more defense, and probably harder to use, but I think it could be quite rewarding with the right composition.

 

White Scars Kardunn Bastion Force - White Scars defense, bwaa? Inspired by the recent lore involving the invasion of Chogoris. I thought about how it might shape defensive doctrine. Suffice to say, dreadnoughts are involved.

 

Imperial Fists Units - A new character type, a chapter master, and an adjusted pre-existing unit. The Imperial Fists are an extremely conservative, Codex-Compliant Chapter so I don't see them creating new unit types wholesale, but  I wanted them to have a little something something.

 

Imperial Fists Phalanx Intervention Force - "That's no moon, that's a battle station!" Deploy from the Phalanx with a masses teleport assault. Stratagems tend to involve coming in from Deep Strike.

 

Imperial Fists Breach Warder Force - This detachment could be seen as either taking a breach or defending one. Rare for Marines, it has a reliable source of Mortal Wounds with the Sappers detachment rule (have fun with the Grenades stratagem). A number of strats rely either on attacking a unit in cover, or being in cover. It's also where I put Geokinesis as an enhancement for a Librarian.

 

Imperial Fists Voidstrike Force - I went with Voidstrike because the 7th Legion were the naval/void siege experts (and I realized Zone Mortalis Interdiction would be better for Salamanders). This detachment is all about getting close and unleashing copious amounts of firepower. It's not as transport-dependent or speedy as the Firestorm detachment, but I think it makes for nice alternative. 

 

Edited by jaxom
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White Scars

 

Headsmen Squad

The White Scars have taken keenly to Cawl’s renewal of anti-grav technologies. Modeled on the legends of original Vth Legion Burgediin Sarhvu or ‘Falcon’s Claws’, squads of Headsmen on grav-bikes can get to any target on the battlefield, no matter where they hide.

 

Mv

T

Sv

W

Ld

OC

16”

5

3+

5

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Twin Bolt Rifle [Twin-linked]

24”

2

3+

4

-1

1

Heavy Bolt Pistol [Pistol]

18”

1

3+

4

-1

1

 

Melee Weapons

Range

A

WS

S

AP

D

Headsman Blade [Lance, Precision]

Melee

4

3+

5

-2

2

 

ABILITIES

FACTION: Oath of Moment

Repulsor Maneuvers: Enemy units within Engagement Range reduce the distance they can move when performing a Pile-In Move or Consolidation Move by 2”.

 

UNIT COMPOSITION

  • 3 Headsmen

Every model is equipped: heavy bolt pistol, twin bolt rifle, Headsman blade.

 

Keywords: Mounted, Fly, Grenades, Imperium, Grav-Bike, Headsmen

Faction Keywords: Adeptus Astartes, White Scars

 

Raptoris-Headsman

While Kor’sarro Khan holds the title Master of the Hunt, the Era Indomitus has led to a long list of enemies requiring death. Named after the great raptors of Chogoris, Jubal Khan has sent forth his Berkuts to go where he cannot while he is sustained by life-support at Quan Zhou.

 

Mv

T

Sv

W

Ld

OC

16”

5

3+

5

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Twin Bolt Rifle [Twin-linked]

24”

2

3+

4

-1

1

Heavy Bolt Pistol [Pistol]

18”

1

3+

4

-1

1

Plasma Pistol – standard [Pistol]

Plasma Pistol – supercharge [Hazardous, Pistol]

12”

12”

1

1

3+

3+

7

8

-2

-3

1

2

Neo-volkite Pistol [Devastating Wounds, Pistol]

12”

1

3+

5

0

2

Hawk Claws [Ignores Cover, Lethal Hits, Precision]

18”

2

2+

4

0

1

 

Melee Weapons

Range

A

WS

S

AP

D

Master-Crafted Headsman Blade [Lance, Precision]

Melee

5

2+

6

-2

3

Hawk Claws [Extra Attacks, Lethal Hits, Precision]

Melee

2

2+

4

0

1

 

ABILITIES

CORE: Leader

FACTION: Oath of Moment

Lead The Hunt: While this model is leading a unit, attacks made by the unit which target the enemy unit selected for Oath of Moment can re-roll wound rolls.

 

Berkut Unleashed: If you do not select a Bodyguard unit for this model during the Declare Battle Formation step, this model gains the Lone Operative ability while within 3” of another Adeptus Astartes unit.

 

UNIT COMPOSITION

  • 1 Raptoris-Headsmen on Grav-bike

This model is equipped: heavy bolt pistol, twin bolt rifle, Hawk claws, master-crafted Headsman blade.

 

WARGEAR OPTIONS

  • This model’s heavy bolt pistol can be replaced with one of the following:

    • 1 plasma pistol

    • 1 neo-volkite pistol

 

LEADER

This model can be attached to the following units:

  • OUTRIDER SQUAD

  • HEADSMAN SQUAD

 

Keywords: Mounted, Fly, Grenades, Imperium, Grav-Bike, Headsmen, Character, Raptoris-Hunter

Faction Keywords: Adeptus Astartes, White Scars

 

Addah, The Unread

Addah is the 2nd Company (or Firefists)’s Champion. He claims to rely only upon his affinity with the blade to defeat his opponents, and even affects to disdain Barutai Khan’s pre-battle briefings. The Master of Lore tolerates his champion’s flippancy, for Addah’s intuition has saved his life on several occasions

 

Mv

T

Sv

W

Ld

OC

6”

4

3+

4

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Plasma Pistol – standard [Pistol]

Plasma Pistol – supercharge [Hazardous, Pistol]

12”

12”

1

1

3+

3+

7

8

-2

-3

1

2

 

Melee Weapons

Range

A

WS

S

AP

D

Master-Crafted Power Weapon [Precision]

Melee

6

2+

5

-2

2

 

ABILITIES

CORE: Leader

FACTION: Oath of Moment

Where The Wind Goes: While this model is leading a unit, you can target the unit with the Heroic Intervention Stratagem for 0CP, even if you have already used that stratagem on a different unit this phase.

 

UNIT COMPOSITION

  • 1 Abbah, The Unread

This model is equipped: plasma pistol, and master-crafted power weapon.

 

WARGEAR OPTIONS

  • None

 

LEADER

This model can be attached to the following units:

  • ASSAULT INTERCESSOR SQUAD

  • BLADEGUARD VETERAN SQUAD

  • COMPANY HEROES

You can attach this mode to one of the above units even if one Captain model has already been attached to it. If you do so, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original starting strengths.

 

Keywords: Mounted, Fly, Grenades, Imperium, Grav-Bike, Company Champion, Abbah The Unread, Epic Hero

Faction Keywords: Adeptus Astartes, White Scars

 

 

 

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White Scars

 

WHITE SCARS – HUNTERS OF CHOGORIS

DETACHMENT RULE

The mobile raids of the plains-people were the foundation for the tactics and strategies of the Primarch Jaghatai Khan. Ten thousand years later and White Scar initiates continue to have years of experience riding the plains and participating in skirmishes. When sons of Jaghatai commit to the eradication of their foes, no where is safe.

 

If your Army Faction is Adeptus Astartes, you can use this Hunters of Chogoris Detachment rule.

 

RESTRICTIONS

  • Your army can include White Scars units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

RUN THEM DOWN

Swiftness of blade and maneuver has long been the mark of the descendents of the Vth Legion and its Primarch. The White Scars are quick to encircle their enemies, striking them down as they attempt to flee from the furious assault on all sides.

 

Each time an enemy unit performs a Fall Back Move, they must make a Desperate Escape Test. If the enemy unit would already have to make a Desperate Escape Test, subtract 1 from each roll instead.

 

WHITE SCARS – HUNTERS OF CHOGORIS

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

HUNTERS OF CHOGORIS – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Movement Phase

1 CP

Feinting Withdrawal

HUNTERS OF CHOGORIS – BATTLE TACTIC STRATAGEM

White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army Falls Back.

 

TARGET: The Adeptus Astartes unit from your army which performed the Fall Back move.

 

EFFECT: Until the end of the turn, that unit is eligible to shoot and declare a charge, even though it Fell Back this phase.

 

Shooting Phase

Fight Phase

2 CP

Experienced Hunters

HUNTERS OF CHOGORIS – EPIC DEED STRATAGEM

White Scars hunt great beasts as a form of meditation between campaigns and bring that focus to the battlefield.

WHEN: Your Shooting phase or Fight phase.

 

TARGET: One Adeptus Astartes unit from your army which has not yet been selected to shoot or fight.

 

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [ANTI-MONSTER 5+] ability, or [ANTI-MONSTER 4+] if an attack is made by the unit targets the enemy unit selected for Oath of Moment.

 

 

Charge Phase

2 CP

Strike For The Heart

HUNTERS OF CHOGORIS – EPIC DEED STRATAGEM

The hunstmen of Chogoris are not easily evaded and their wrath against their chosen targets is legendary.

WHEN: Your Charge phase.

 

TARGET: One Adeptus Astartes unit from your army which has not yet declared a charge.

 

EFFECT: Until start of your next Command phase, your unit adds 2 to its Charge Roll result and melee weapons equipped by models in your unit have the [LANCE] and [PRECISION] abilities.

 

 

Charge Phase

1 CP

Lightning Upon The Mountain

HUNTERS OF CHOGORIS – STRATEGIC PLOY STRATAGEM

Members of a Brotherhood will stand unyielding knowing they provide an opportunity for their battle-brothers to strike unexpected.

WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

 

TARGET: One Adeptus Astartes unit from your army that is within Engagement Range of that enemy unit and within 6” of one or more other Adeptus Astartes units from your army.

 

EFFECT: Until the end of the turn, your unit gains Feel No Pain 5+.

 

 

Shooting Phase

2 CP

Hunter’s Fusillade

HUNTERS OF CHOGORIS – STRATEGIC PLOY STRATAGEM

White Scars train tirelessly to lay down withering fire to pin their targets in place, creating opportunities

WHEN: Your Shooting phase.

 

TARGET: One Adeptus Astartes unit from your army.

 

EFFECT: After your unit has shot, choose one enemy Infantry unit was hit by one or more attacks made by this unit’s ranged weapons this phase, and until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from that unit’s Move characteristic, and subtract 2 from Advance and Charge rolls made for that unit.

 

WHITE SCARS – HUNTERS OF CHOGORIS

ENHANCEMENTS

 

DEADLY HUNTER

This son of the Warhawk strikes swiftly and suddenly, a predator whose first kill is claimed before the foe are even aware of their peril.

 

Adeptus Astartes model only. The model gains the Fights First ability and its equipped melee weapons gain the [Devastating Wounds] ability against the enemy unit selected for Oath of Moment.

 

STORMWRATH BOLTS

Fashioned according to ancient designs by Chogorian artificers and intended for use in hunting the macro-predators of the Khum Karta Mountains, these acid-etched bolt shells contain a secret alchemical propellant formula, and their explosive cores are laced with fulgurite that strikes like caged lightning within the target.

 

Adeptus Astartes model only. Bolt weapons equipped by the model gain the [ANTI-MONSTER 4+] and the [Devastating Wounds] abilities.

Designer Commentary: You know the deal, it’s weapons with Bolt or Bolter in the name.

 

GLAIVE OF VENGEANCE

The Glaive of Vengeance was once wielded by the great Kyublai Khan, before his murder by the Drukhari of the Bloodied Talon. Some claim that the spirit of Kyublai Khan still clings to the glaive, and his endless thirst for vengeance grants the blade great power.

 

Adeptus Astartes model only. Choose one of the model’s equipped melee weapons and one of your opponent’s Character units. The chosen weapon has the [Precision] ability, and improves its Strength and Armour Penetration characteristics by 2 when making attacks against the chosen opponent’s Character unit.

 

MASTER OF SNARES

This warlord is a skilled trapper, able to entangle his prey in an inescapable thicket of flashing blades.

 

Adeptus Astartes model only. Enemy units within Engagement Range of this model must re-roll successful Desperate Escape Test results.

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White Scars

 

WHITE SCARS – TEMPEST STRIKE FORCE

DETACHMENT RULE

The White Scars emphasize extreme mobility, and their forces often consist of many bikes, armoured transports, and fast-moving tanks and speeders. While they often use Stormlance Task Forces, the White Scars will take advantage of hazardous conditions which would make such a deployment impossible for any other Chapter. Debris, storms, and blinding speed offer protection until the White Scars are right on top of their targets.

 

If your Army Faction is Adeptus Astartes, you can use this Tempest Strike Force Detachment rule.

 

RESTRICTIONS

  • Your army can include White Scars units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

RIDERS OF THE STORM

The White Scars boast some of the finest riders in the Imperium, capable of coordinated protective maneuvers rendering the deadliest firepower useless.

 

Mounted units and Vehicle units without the Walker keyword have the Feel No Pain 5+ ability until the start of your next Command phase when they Advance during your Movement phase. Infantry units have the Feel No Pain 5+ ability until the start of your next Command phase when they Disembark or perform an Emergency Disembarkation from a Transport.

 

WHITE SCARS – TEMPEST STRIKE FORCE

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

TEMPEST STRIKE FORCE – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Movement Phase

1 CP

Feinting Withdrawal

TEMPEST STRIKE FORCE – BATTLE TACTIC STRATAGEM

White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army Falls Back.

 

TARGET: The Adeptus Astartes unit from your army which performed the Fall Back move.

 

EFFECT: Until the end of the turn, that unit is eligible to shoot and declare a charge, even though it Fell Back this phase.

 

Command Phase

2 CP

Storm-Wreathed

TEMPEST STRIKE FORCE – EPIC DEED STRATAGEM

At the Stormseer’s behest the roiling clouds funnel into a furious vortex that swirls down to surround his advancing brothers.

WHEN: Your Command phase.

 

TARGET: One Adeptus Astartes unit from your army within 12” of a Librarian unit.

 

EFFECT: Until the start of your next Command phase, your unit has the Feel No Pain 5+ ability, and you can add 1 to the rolls if your unit would normally be under the effect of the Riders of the Storm ability.

 

 

Fight Phase

2 CP

Devastating Charge

TEMPEST STRIKE FORCE – BATTLE TACTIC

The White Scars are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.

WHEN: Your Fight phase.

 

TARGET: One Adeptus Astartes unit from your army which has not yet been selected to fight this phase.

 

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability and improve their Armour Penetration characteristic by 1.

 

 

Movement Phase

1 CP

Ride The Winds

TEMPEST STRIKE FORCE – STRATEGIC PLOY STRATAGEM

It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.

WHEN: Your Movement phase.

 

TARGET: One Adeptus Astartes unit from your army that is Embarked within a Transport which Advanced.

 

EFFECT: Your unit is eligible to Disembark.

 

 

Movement Phase

1 CP

Born In The Saddle

TEMPEST STRIKE FORCE – STRATEGIC PLOY STRATAGEM

To the natives of Chogoris, mounted combat comes as easily and naturally as breathing. In the White Scars these skills are honed to a lethal edge.

WHEN: Your Movement phase.

 

TARGET: One Adeptus Astartes unit from your army which Advanced.

 

EFFECT: Your unit is eligible to shoot and declare a charge during this turn’s Shooting phase and Charge phase.

 

WHITE SCARS – TEMPEST STRIKE FORCE

ENHANCEMENTS

 

MASTER RIDER

Even before he became a Space Marine this warlord was a master of mounted combat, as swift and elusive as the wind when fighting from the saddle.

 

Adeptus Astartes Mounted model only. When resolving an attack against this model’s unit, subtract 1 from the hit roll if the unit Advanced in your previous Movement phase.

 

CHOGORIAN STORM

This commander hits the enemy’s lines with all the ferocity of a raging tempest surging in from the desolate steppes

 

Adeptus Astartes model only. You can re-roll the unit’s Charge rolls, and when you end a Charge move, roll a d6 for each unit within engagement, on a 4+ they take 1 mortal wound.

 

PLUME OF THE PLAINSRUNNER

This talisman is woven from the manes of the swiftest stallions ever to belong to the Khamjai tribe. These purebred beasts were said to descend from the thundering herds of ancient Terra, and be imbued with an elemental swiftness that inspires all true sons of Chogoris.

 

Adeptus Astartes model only. At the beginning of your Movement phase choose one Adeptus Astartes unit within 12” of the bearer. You can roll 2d6 for the chosen units Advance move instead of d6.

 

LIGHTNING CALLER

Raising his arms to the roiling storm-clouds overhead, the Stormseer calls down lightning strikes upon his foes.

 

Adeptus Astartes Librarian model only. You can re-roll Wound rolls when targeting an enemy unit with a weapons with the [Psychic] ability.

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White Scars

WHITE SCARS – KARDUNN BASTION FORCE

DETACHMENT RULE

The White Scars are as capable at defense as any other Codex-compliant Chapter, but have been pushed further than ever by the invasion of Chogoris and its surrounding systems by the Red Corsairs. Dreadnoughts of the Uhaan Solban order defended the slopes of Khum Karta while battle-brothers used their knowledge of the plains to outmaneuver the enemy. Named for the Battle of Kardunn, where the White Scars perform the rites of kal damarg over their fallen, Bastion Forces have been sent into the wider galaxy to sally forth from Imperial territory and reclaim what was lost.

 

If your Army Faction is Adeptus Astartes, you can use this Kardunn Bastion Force Detachment rule.

 

RESTRICTIONS

  • Your army can include White Scars units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

MOUNTAIN, SHADOW, SKY

The White Scars know to find succor in one’s fortress, to fight beyond it’s shadow, and laugh at the foe’s destruction under the open sky.

 

Adeptus Astartes units from your army have the Stealth ability while they are in your Deployment Zone, their equipped ranged weapons gain the [Assault] ability while they are in No-Man’s Land, and their equipped melee weapons have the [Lance] ability while in your opponent’s Deployment Zone.

 

WHITE SCARS – KARDUNN BASTION FORCE

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

KARDUNN BASTION FORCE – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Movement Phase

1 CP

Feinting Withdrawal

KARDUNN BASTION FORCE – BATTLE TACTIC STRATAGEM

White Scars break away from their foes, laying down withering fire to butcher those foolish enough to give chase.

WHEN: Your Movement phase, just after an Adeptus Astartes unit from your army Falls Back.

 

TARGET: The Adeptus Astartes unit from your army which performed the Fall Back move.

 

EFFECT: Until the end of the turn, that unit is eligible to shoot and declare a charge, even though it Fell Back this phase.

 

Shooting Phase

Fight Phase

1 CP

Guardian of the Morning and Evening Stars

KARDUNN BASTION FORCE – EPIC DEED STRATAGEM

The Uhaan Solban are tasked with defending the gene-repositories and sacred sites of the Chapter, laughing bitterly in death’s face.

WHEN: Your opponent’s Shooting phase or Fight phase.

 

TARGET: One Adeptus Astartes Dreadnought unit from your army targets by an attack.

 

EFFECT: Until the of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1 damage). If your unit is in your Deployment Zone, subtract d3 instead of 1.

Designer Commentary: This is meant to stack with other sources of damage reduction, to a minimum of 1 damage. For example, a Redemptor Dreadnought would subtract 2 damage, to a minimum of 1 damage.

 

 

Shooting Phase

2 CP

Cleanse The Land

KARDUNN BASTION FORCE – EPIC DEED

The White Scars are not territorial, but they have a greater connection to nature than many of their peers, and despoilers particularly draw their ire.

WHEN: Your Shooting phase.

 

TARGET: One enemy unit from your opponent’s army which is within range of an objective marker.

 

EFFECT: Until the end of the phase, each time your units target the enemy unit with a ranged attack, re-roll a Wound roll of 1. If the enemy unit is within range of an objective marker in your Deployment Zone, you can re-roll the Wound roll instead.

 

 

Fight Phase

1 CP

Swift Reclamation

KARDUNN BASTION FORCE – STRATEGIC PLOY STRATAGEM

The White Scars quickly make their way to take key points on the battlefield.

WHEN: Your Fight phase or your opponent’s Fight phase.

 

TARGET: One Adeptus Astartes unit from your army that has finished making all of its melee attacks and is not able to end a Consolidation move within Engagement Range of one or more enemy units.

 

EFFECT: Your unit is eligible to move towards the closest objective marker, even if it is more than 3” away.

 

 

Fight Phase

1 CP

Not One Backwards Step

KARDUNN BASTION FORCE – EPIC STRATAGEM

Even the sons of the Warhawk will acknowledge that some ground cannot be given.

WHEN: Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

 

WHITE SCARS – KARDUNN BASTION FORCE

ENHANCEMENTS

 

BANNER OF THE EAGLE

It is incredibly rare for this venerable standard to be brought forth into the crucible of war, though any wily commander knows the inspirational effect that such a sacred banner can have on those that fight in its fluttering shadow. At the crown of the banner sits a glorious adamantium eagle – the symbol of the White Scars’ bloody victory on Golgotha, from which the Banner of the Eagle took its name.

 

Adeptus Astartes Ancient model only. In your Command phase, choose one of your Adeptus Astartes units within 6” of the bearer. Until the start of your next Command phase, your unit and any enemy units it targets in the Shooting or Fight phase are treated as being on an objective marker in your Deployment Zone when resolving your unit’s attacks, your unit’s abilities, and your stratagems affecting your unit.

 

HEAD-TAKER

This commander hits the enemy’s lines with all the ferocity of a raging tempest surging in from the desolate steppes

 

Adeptus Astartes model only. At the end of the Fight phase, if the model’s unit destroyed any enemy models during the Fight phase, each enemy unit within 6” of the model’s unit must take a Battle-shock test, worsening their Leadership characteristic by one if they are in your opponent’s Deployment Zone.

 

IRON KHAN

The Iron Khans are the leaders of the Chapter’s techmarines and only need for the greatest technical siegecraft or the deployment of the Uhaan Solban away from Khum Karta will draw them away from their forges.

 

Adeptus Astartes Techmarine model only. Improve the model’s Wounds characteristic by 1 and the model has a 4+ Invulnerable Save.

 

ILL-OMENED BATTLE

Some of the Uhaan Solban will experience feverish dreams calling them to battle while they are in the near-death of stasis. No Khan refuses such a request, though it often means the loss of a hero as he acts as a bulwark against dire challenges.

 

Adeptus Astartes Dreadnought model only, even though you cannot normally give a unit without the Character keyword an enhancement. If the model is destroyed, you do not have to roll one d6 for the Deadly Demise ability. You can choose whether the roll would be a 6 or not. If you choose for the roll to be a 6, add 2 to the number of mortal wounds suffered.

Edited by jaxom
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16 hours ago, jaxom said:

White Scar Units - I specifically didn't do Chapter Master Jubal Khan because he's stuck on life-support in Khum Karta. A grav-bike unit was low hanging fruit and I took the flavor from the HH Falcon's Claws unit, should be a fun conversion and be a nice bully unit to toss at enemy characters. 

 

Youi have just given me my next model project....

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I haven't given this the most exhaustive read through but i like the feel of what you have here. I find it such a shame that GW haven't done their due diligence to make sure there is the model support for the rules they are clearly aiming toward.

Having a 'White Scars' detachment without the diversity of leaders on bikes or rules which fully embrace the model set which exists (not 'Fast Attack' distinction keyword for that detachment to utilise), is poor form. 

I'd hope they would provide some points costs and rules for upgrading a model i.e. +20pts for an Outrider to become an ancient and gains the rule "x,y,z".

 

The Emperors blessings to you brother for making that effort.

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Thank you!

  

Space Marine Chapters have one of the most detailed and consistent organizational structures in 40k. Insignium Astartes is amazing and the recent codexes have built on it pretty well. A lot of my "this should exist" is based on the idea that any Chapter company should be a viable option to base a list on (though one may not be able to build the entire company is a specific loadout).

 

2 hours ago, unrealchamp88 said:

without the diversity of leaders on bikes or rules which fully embrace the model set which exists (not 'Fast Attack' distinction keyword for that detachment to utilise), is poor form.

Agreed, I do think it hampers hobby options. They can be really cool looking, and we know the 6th and 8th Companies would require their leadership to be on bikes or jump-packs, respectively. That's to say nothing of more divergent Chapters. On the other hand, the vast majority of Captains and the like would be expected to stay with the line infantry while fast attack options range about, perhaps with a Lt or other officer type with them. Then there's how it becomes harder to work out the point-utility of a fast hard hitting character, TL; DR: I can understand why they haven't been touched, but they should exist.

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Company Heroes on Bikes

These veterans and specialists accompany the commanders of specialized Reserve Companies or leaders within Chapters which favor mounted combat. A well-timed charge from them can turn the tide of battle, as the Champion strikes down enemy leaders and the Ancient bears the Company banner aloft for the rest of the company to follow.

 

Mv

T

Sv

W

Ld

OC

12”

5

3+

4

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Twin bolt rifle [Twin-linked]

24”

2

3+

4

-1

1

Bolt pistol [Pistol]

18”

1

3+

4

-1

1

Twin plasma incinerator - standard [Twin-linked]

Twin plasma incinerator - supercharge [Hazardous, Twin-linked]

24”

24”

2

2

3+

3+

7

8

-2

-3

1

2

Fragstorm grenade launcher [Blast]

18”

D6

3+

4

0

1

 

Melee Weapons

Range

A

WS

S

AP

D

Power weapon

Melee

4

3+

5

-2

1

Champion’s blade [Precision]

Melee

6

3+

5

-2

2

Astartes chainsword

Melee

4

3+

4

-1

1

 

ABILITIES

FACTION: Oath of Moment

Astartes Banner: While this unit contains a Company Ancient, add 1 to the Objective Control characteristics of models in this unit.

 

Right Place, Right Time: Once per battle, in your opponent’s Charge phase, you can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

 

UNIT COMPOSITION

  • 1 Company Ancient

  • 1 Company Champion

  • 1 Company Veteran

The Company Ancient is equipped with: bolt pistol, twin bolt rifle, astartes chainsword.

The Company Champion is equipped with: bolt pistol, twin bolt rifle, champion’s blade.

The Company Veteran is equipped with: bolt pistol, twin bolt rifle, fragstorm grenade launcher, astartes chainsword.

 

WARGEAR OPTIONS

  • The Company Ancient’s astartes chainsword can be replaced with a power weapon.

  • The Company Veteran’s twin bolt rifle and fragstorm grenade launcher can be replaced with a twin plasma incinerator.

 

COMPANY HEROES

A CAPTAIN ON BIKE unit must be attached to this unit during the Declare Battle Formations step. Your army cannot contain more than one COMPANY HEROES unit.

 

Keywords: Mounted, Grenades, Imperium, Company Heroes, Company Heroes on Bikes

Faction Keywords: Adeptus Astartes

 

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On 10/8/2023 at 5:43 AM, jaxom said:

Headsmen Squad

The White Scars have taken keenly to Cawl’s renewal of anti-grav technologies. Modeled on the legends of original Vth Legion Burgediin Sarhvu or ‘Falcon’s Claws’, squads of Headsmen on grav-bikes can get to any target on the battlefield, no matter where they hide.

 

Mv

T

Sv

W

Ld

OC

16”

5

3+

5

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Twin Bolt Rifle [Twin-linked]

24”

2

3+

4

-1

1

Heavy Bolt Pistol [Pistol]

18”

1

3+

4

-1

1

 

Melee Weapons

Range

A

WS

S

AP

D

Headsman Blade [Lance, Precision]

Melee

4

3+

5

-2

2

 

ABILITIES

FACTION: Oath of Moment

Repulsor Maneuvers: Enemy units within Engagement Range reduce the distance they can move when performing a Pile-In Move or Consolidation Move by 2”.

 

UNIT COMPOSITION

  • 3 Headsmen

Every model is equipped: heavy bolt pistol, twin bolt rifle, Headsman blade.

 

Keywords: Mounted, Fly, Grenades, Imperium, Grav-Bike, Headsmen

Faction Keywords: Adeptus Astartes, White Scars

 

 

Am I doing this right?
 

Spoiler

Starting pic

PSX_20231013_165924.jpg

 

First Round of trims on the bike

PSX_20231013_165958.jpg

 

Second round of trims on the rider, handlebar arm was left unglued,

PSX_20231013_170017.jpg

 

Test fit,

PSX_20231013_170038.jpg

 

Gots to have a Lance, right?

PSX_20231013_170134.jpg

 

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Imperial Fists

Heavy Intercessor Grenadier Squad

The Imperial Fists have been slower than other Chapters to make major changes as Guilliman has made alterations to the Codex Astartes. Instead, they have begun arming battle-brothers with the products of the Phalanx’s recently repaired fabricatum-lines, previously silent for millenia. These Grenadier Squads fulfill a similar role to other Gravis-armoured units, with a focus on the Chapter’s penchant for void sieges and breaching operations.

 

Mv

T

Sv

W

Ld

OC

5”

6

3+

3

6+

2

 

Ranged Weapons

Range

A

BS

S

AP

D

Heavy bolt bifle – gatebreaker bolts [Melta 2]

Heavy bolt rifle – metalstorm bolts [Blast]

18”

18”

1

D3+1

3+

3+

4

4

-3

0

1

1

 

Melee Weapons

Range

A

WS

S

AP

D

Close combat weapon

Melee

3

3+

4

0

1

 

ABILITIES

FACTION: Oath of Moment

Combat Pavise: This unit has a 5+ Invulnerable Save, which becomes a 4+ Invulnerable Save while they are on an objective marker.

 

ATTACHED UNIT

If a Character from your army with the Leader ability can be attached to a Heavy Intercessor Squad, it can be attached to this unit instead.

 

UNIT COMPOSITION

  • 1 Heavy Intercessor Grenadier Sergeant

  • 4 Heavy Intercessor Grenadiers

Every model is equipped: bolt pistol, heavy bolt rifle, close combat weapon.

 

Keywords: Infantry, Grenades, Imperium, Gravis, Heavy Intercessor Grenadier Squad

Faction Keywords: Adeptus Astartes, Imperial Fists

 

 

 

Huscarl

The Huscarls of the Era Indomitus are composed of those Imperial Fists who have displayed the greatest skill and knowledge in constructing planetary defences and are expected to be capable of organising the defences of an entire star system, much as Rogal Dorn had once done for the Sol System during the Horus Heresy. On the battlefield, they become a bulwark on defense and a hammer on offense, found where-ever the fighting is fiercest.

 

Mv

T

Sv

W

Ld

OC

6”

4

3+

5

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Master-crafted Occulus Bolt Caliver

24”

2

2+

4

-1

2

Heavy Bolt Pistol [Pistol]

18”

1

3+

4

-1

1

Plasma Pistol – standard [Pistol]

Plasma Pistol – supercharge [Hazardous, Pistol]

12”

12”

1

1

3+

3+

7

8

-2

-3

1

2

Neo-volkite Pistol [Devastating Wounds, Pistol]

12”

1

3+

5

0

2

 

Melee Weapons

Range

A

WS

S

AP

D

Master-crafted power weapon

Melee

5

3+

5

-2

2

Master-crafted power fist

Melee

4

3+

8

-2

3

 

ABILITIES

CORE: Leader

FACTION: Oath of Moment

Signum Array: While this model is leading a unit, enemy units cannot have the Benefit of Cover against attacks your unit makes in your Shooting phase.

 

Unleash Hell: Once per battle, in your Shooting phase, you can target this model with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

 

UNIT COMPOSITION

  • 1 Huscarl

This model is equipped: heavy bolt pistol, master-crafted occulus bolt caliver, master-crafted power weapon.

 

WARGEAR OPTIONS

  • This model’s heavy bolt pistol can be replaced with one of the following:

    • 1 plasma pistol

    • 1 neo-volkite pistol

  • This model’s master-crafted power weapon can be replaced with one master-crafted power fist.

 

LEADER

This model can be attached to the following units:

  • HELLBLASTER SQUAD

  • INTERCESSOR SQUAD

  • INFERNUS SQUAD

  • STERNGUARD VETERAN SQUAD

 

Keywords: Infantry, Grenades, Imperium, Tacticus, Character, Huscarl

Faction Keywords: Adeptus Astartes, Imperial Fists

 

Huscarl in Gravis-Armour

Huscarls seconded to Battle Companies often accompany Fire Support squads. Gravis armour protects them in the most dangerous areas of the battlefield.

 

Mv

T

Sv

W

Ld

OC

5”

6

3+

6

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Auto boltstorm gauntlet

18”

3

3+

4

0

1

Flamestorm gauntlet [Ignore cover, Torrent]

12”

D6+1

N/A

4

0

1

 

Melee Weapons

Range

A

WS

S

AP

D

Master-crafted astartes chainsword [Extra attacks]

Melee

3

3+

4

-1

2

Master-crafted power weapon [Extra attacks]

Melee

2

3+

5

-2

2

Power fist

Melee

4

3+

8

-2

3

 

ABILITIES

CORE: Leader

FACTION: Oath of Moment

Signum Array: While this model is leading a unit, enemy units cannot have the Benefit of Cover against attacks your unit makes in your Shooting phase.

 

Unleash Hell: Once per battle, in your Shooting phase, you can target this model with the Grenade Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

 

UNIT COMPOSITION

  • 1 Huscarl in Gravis Armour

This model is equipped: auto boltstorm gauntlet, power fist, astartes chainsword.

 

WARGEAR OPTIONS

  • This model’s auto boltstorm gauntlet can be replaced with one flamestorm gauntlet.

  • This model’s astartes chainsword can be replaced with one power weapon.

 

LEADER

This model can be attached to the following units:

  • AGGRESSOR SQUAD

  • ERADICATOR SQUAD

  • HEAVY INTERCESSOR SQUAD

 

Keywords: Infantry, Grenades, Imperium, Gravis, Character, Huscarl

Faction Keywords: Adeptus Astartes, Imperial Fists

 

 

Gregor Dessian, Chapter Master of the Imperial Fists

Gregor Dessian succeeded Vorn Hagan after his death during the Night of Blood. Dessian, recently returned from a penitence crusade to the edge of the Great Rift, knows first hand the dangers it represent to the Imperium. He has carefully deployed the Imperial Fist’s battle-brother according to the edict’s of Rogal Dorn’s own plan for the Bastion Imperialis and as former Captain of the Seventh Company, he is ever aware of his responsibilities with each beat of his bionic heart, made from pieces of the mighty Phalanx.

 

Mv

T

Sv

W

Ld

OC

6”

6

2+ (4+Inv)

6

6+

1

 

Ranged Weapons

Range

A

BS

S

AP

D

Master-crafted storm bolter [Rapid fire 2]

24”

2

2+

4

-1

2

 

Melee Weapons

Range

A

WS

S

AP

D

Teeth of Terra [Sustained Hits 2]

Melee

6

2+

5

-2

2

 

ABILITIES

CORE: Leader

FACTION: Oath of Moment

Heart of the Phalanx: This model has the Feel No Pain 5+ ability.

 

Bastion Imperialis: While this model is leading a unit, once per turn you gain 1CP when your unit controls an objective.

 

UNIT COMPOSITION

  • 1 Gregor Dessian, Chapter Master of the Imperial Fists

This model is equipped: master-crafted storm bolter and teeth of terra.

 

WARGEAR OPTIONS

  • None

 

LEADER

This model can be attached to the following units:

  • AGGRESSOR SQUAD

  • ASSAULT INTERCESSOR SQUAD

  • BLADEGUARD VETERAN SQUAD

  • COMPANY HEROES

  • ERADICATOR SQUAD

  • HEAVY INTERCESSOR SQUAD

  • INFERNUS SQUAD

  • INTERCESSOR SQUAD

  • STERNGUARD VETERAN SQUAD

 

Keywords: Infantry, Grenades, Imperium, Epic Hero, Gravis, Chapter Master, Gregor Dessian

Faction Keywords: Adeptus Astartes, Imperial Fists

 

Edited by jaxom
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I have the rules done for two of the three Imperial Fist detachments, but won't post until all three are ready. Here are the names:

  • Phalanx Intervention Force
  • Breach Warder Force
  • Zone Mortalis Interdiction Force
Edited by jaxom
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Mate, I applaude your efforts in this. The units you've created so far don't seem to have a points value to them however, or am I missing that and you have added one? 

 

I like that you've taken existing units as a template and essentially given them flavour that differentiates them from the original template, without the unit being unrecognisable as what is based upon. A trait i think is important for homebrew creations.

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Thank you! I think by having recognizable units as the basis, it also helps inspire "oh, I know how I'd convert that!" moments.

 

50 minutes ago, unrealchamp88 said:

The units you've created so far don't seem to have a points value to them however, or am I missing that and you have added one? 

No points yet, wanted to offer up rules for any feedback before I do that.

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Imperial Fists

 

IMPERIAL FISTS – PHALANX INTERVENTION FORCE

DETACHMENT RULE

Repaired with technology gifted to them by the Adeptus Custodes, the Phalanx traverses the stars once more. Its teleportariums allow for the mass deployments the likes of which would normally require coordination between a fleet of ships. Key battles have been won by the sudden appearance of Imperial Fists shoring up defenses or in the midst of the enemy.

 

If your Army Faction is Adeptus Astartes, you can use this Phalanx Intervention Force Detachment rule.

 

RESTRICTIONS

  • Your army can include Imperial Fists units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

TELEPORT STRIKE

The archeotech teleportariums aboard the Phalanx allow safe travel through the warp even without protection of Terminator armour. The Imperial Fists take advantage of this to bypass orbital defenses and reach where drop pods cannot.

 

Infantry units you select from your army to be placed in Strategic Reserves can be set up using the rules for Deep Strike when they arrive. In addition, if a unit is set up using the rules for Deep Strike and is targeted by enemy shooting from the Fire Overwatch stratagem, roll a d6. On a result of 4+, CP spent to use the stratagem is refunded but no attack rolls are made.

 

IMPERIAL FISTS – PHALANX INTERVENTION FORCE

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

PHALANX INTERVENTION FORCE – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Shooting Phase

Fight Phase

1 CP

Stubborn Defense

PHALANX INTERVENTION FORCE – EPIC DEED STRATAGEM

So long as one battle-brother yet stands to hold the Chapter banner high, the sons of Dorn will never truly be defeated.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, you can re-roll save throws of 1. While the effect lasts, if the your unit is Below Half-Strength when your unit is selected as a target by an enemy unit, you can re-roll saving throws.

 

Movement Phase

1 CP

Optimal Phase-In

PHALANX INTERVENTION FORCE – WARGEAR STRATAGEM

The techno-magi who operate the Phalanx’s teleportariums are all savants in their field. Their charges arrive safely ensconced in protective wave-forms of warp energy.

WHEN: Your Movement phase.

 

TARGET: One Adeptus Astartes unit from your army which is being set up with the rules for Deep Strike.

 

EFFECT: Until the end of the turn, each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

 

 

Shooting Phase

Fight Phase

1 CP

The Emperor’s Shield

PHALANX INTERVENTION FORCE – BATTLE TACTIC

The First Company know that the deeds of old must be continually reconsecrated by blood and valor. When they swear to see an enemy destroyed, every bit of their battlecraft is bent to the task.

WHEN: Your Shooting phase or Fight phase.

 

TARGET: One Adeptus Astartes Terminator, Adeptus Astartes Sternguard Veteran, or Adeptus Astartes Vanguard Veteran unit from your army.

 

EFFECT: Until the end of the phase, when a model in this unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristic and/or to the Hit roll. In addition, the attack that targets the enemy unit you selected for the Oath of Moment ability this turn, re-roll Wound rolls of 1.

 

 

Shooting Phase

2 CP

Sudden Bulwark

PHALANX INTERVENTION FORCE – STRATEGIC PLOY STRATAGEM

Walls fail, Fists do not.

WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes Terminator or Adeptus Astartes Gravis unit from your army that is in Reserves.

 

EFFECT: Your unit can arrive on the battlefield within 3” of one of your units the enemy has selected as its target and more than 9” from any enemy units. Your unit which was selected as the enemy’s target gains the Benefit of Cover until the end of the phase.

 

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

 

 

Movement Phase

1 CP

Hammerfall Protocol

PHALANX INTERVENTION FORCE – BATTLE TACTIC

No Chapter is as well-versed as delivering sudden, overwhelming firepower as the Imperial Fists.

WHEN: Your Movement phase.

 

TARGET: One Adeptus Astartes unit from your army which is being set up with the rules for Deep Strike.

 

EFFECT: Until the end of the turn, your unit’s equipped ranged weapons have the Sustained Hits 2 ability when making attacks against enemy units within 10”.

 

IMPERIAL FISTS – PHALANX INTERVENTION FORCE

ENHANCEMENTS

 

FIST OF TERRA

This ornate power fist is reputed to be one of the remaining examples of the vaunted Solarite gauntlets of the Seventh Legion. Rare amongst the Imperial Fists even ten thousand years ago, the finely crafted weapon has sundered the foes of Mankind across the galaxy.

 

Adeptus Astartes model equipped with a power fist or master-crafted power fist only. Improve the Strength and AP of the model’s equipped power fist or master-crafted power fist by 1.

 

MACRO-CANNON BARRAGE

Long dormant cannons are once again active in the Era Indomitus. Guided from the Phalanx’s strategium, they bring wrath down upon the foes of Mankind.

 

Adeptus Astartes model only. Once per game, at the start of your Shooting phase, choose a point on the board. Every unit within 6” of it suffers D3 Mortal Wounds and must make a Battle-shock test. Any unit wholly within 6” of the point instead suffers 3 Mortal Wounds and must make a Battle-shock test with a penalty of 1 to their Leadership characteristic.

 

CHAMPION OF BLADES

Victors of the Feast of Blades are the most adept close combat killers of the sons of Dorn. They are often guardian’s of one the Phalanx’s many dueling arenas while serving in the First Company.

 

Adeptus Astartes model only. When targeting an enemy Infantry or Mounted unit, the model can re-roll Wound rolls.

 

AURIC AQUILA

When these shining, golden aquila icons are forged, shavings of metal taken from the Phalanx’s own armour plates are worked into their makeup. They thus benefit from a fragment of the mighty warship’s

fortitude and the protective aegis of its ancient machine spirit that helps to shield their bearers from hurts both physical and malefic.

 

Adeptus Astartes model only. The model has a 5+ invulnerable save and the Feel No Pain 5+ ability against Mortal Wounds.

Edited by jaxom
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IMPERIAL FISTS – BREACH WARDER FORCE

DETACHMENT RULE

Whether exploiting a hole made by their artillery or repulsing a forlorn hope, the Imperial Fists are at home in the most area of a siege. Walls can fail, but the siege masters of the Imperial Fists do not.

 

If your Army Faction is Adeptus Astartes, you can use this Breach Warder Force Detachment rule.

 

RESTRICTIONS

  • Your army can include Imperial Fists units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

SAPPERS

There is no bastion or fastness, no redoubt, bulwark or strongpoint that the Imperial Fists cannot reduce to ruin or clear out.

 

You can use the Grenade stratagem twice in your Shooting phase. Additionally, once per turn, when you use the Grenade stratagem you can reduce its CP cost to zero.

 

IMPERIAL FISTS – BREACH WARDER FORCE

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

BREACH WARDER FORCE – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Shooting Phase

Fight Phase

1 CP

Stubborn Defense

BREACH WARDER FORCE – EPIC DEED STRATAGEM

So long as one battle-brother yet stands to hold the Chapter banner high, the sons of Dorn will never truly be defeated.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, you can re-roll save throws of 1. While the effect lasts, if the your unit is Below Half-Strength when your unit is selected as a target by an enemy unit, you can re-roll saving throws.

 

Shooting Phase

2 CP

Siege Masters

BREACH WARDER FORCE – WARGEAR STRATAGEM

There are few who have a deeper understanding of the tenets of siege warfare than the sons of Dorn, bringing the enemy’s cover down on their heads and trapping them in their own bunkers.

WHEN: Your Shooting phase.

 

TARGET: One Adeptus Astartes unit from your army.

 

EFFECT: Until the end of the turn, each time the unit makes a ranged attack against an enemy unit with the Benefit of Cover, do not roll for the number of attacks make by equipped weapons with the [Blast] or [Torrent] abilities. Instead, make a number of attacks equal to their maximum possible attacks.

Designer’s Commentary: Siege Masters requires the enemy unit to have the Benefit of Cover. If another ability would let the attacking unit ignore the Benefit of Cover or deny the enemy unit the benefit of cover, then Siege Masters would have no effect.

 

Fight Phase

1 CP

Bolster Defenses

BREACH WARDER FORCE – STRATEGIC PLOY

Every true son of Dorn knows how to swiftly defend even the most untenable of positions.

WHEN: Your or your opponent’s Fight phase.

 

TARGET: One Adeptus Astartes unit from your army with the Benefit of Cover.

 

EFFECT: Until the end of the phase, your unit has the Fights First ability.

 

 

Fight Phase

1 CP

Legacy of Dorn

BREACH WARDER FORCE – EPIC DEED

The Imperial Fists demonstrate an uncanny knack for identifying and exploiting the weak spots of enemy vehicles and fortifications.

WHEN: Your or your opponent’s Fight phase.

 

TARGET: One Adeptus Astartes unit from your army.

 

EFFECT: Until the end of the phase, you unit’s equipped melee weapons have the [Anti-Vehicle 4+] and [Anti-Fortification 4+] abilities.

 

 

Shooting Phase

Fight Phase

2 CP

Plug the Breach

BREACH WARDER FORCE – STRATEGIC PLOY

NImperial Fists.

WHEN: Your opponent’s Shooting phase or Fight phase when one of your units is destroyed.

 

TARGET: One Adeptus Astartes unit from your army within 12” of your destroyed unit.

 

EFFECT: Your unit immediately moves in a straight line directly towards the location of where your destroyed unit was, up to d6” or 2d6” if it has the Fly keyword. Your unit can enter Engagement Range of an enemy unit with this movement.

 

RESTRICTIONS: You cannot move your unit through terrain it could not normally cross. If terrain prevents movement or your unit would end its movement where it could not normally do so, then the movement stops at the edge of the terrain.

 

IMPERIAL FISTS – BREACH WARDER FORCE

ENHANCEMENTS

 

PAIN IS A LESSON

To the Imperial Fists, pain is but another didactic tool, a reminder of what their forebears endured without complaint and which they, too, must weather unwavering

 

Adeptus Astartes model only. Each time an attack is allocated to this model while it is Below Half-Strength reduce the Damage of that attack by 1.

 

ARCHITECT OF WAR

Imperial Fist leaders have a gift for bolstering defensive positions.

 

Adeptus Astartes model only. Attacks targeting this model’s unit cannot ignore the Benefit of Cover and attacks made with weapons with the [Indirect Fire] ability subtract 1 from that attack’s Hit roll.

 

EYE OF HYPNOTH

The Eye of Hypnoth was presented to the Imperial Fists in late M39 in honour of the assistance they provided in defending the forge world of Hypnoth from Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy fortifications

 

Adeptus Astartes model only. At the beginning of your Shooting phase choose one Adeptus Astartes unit within 6” of the bearer. Until the end of the phase, your unit’s equipped ranged weapons have the [Heavy] and [Devastating Wounds] abilities.

 

GEOKINESIS

Those scions of Rogal Dorn who have power over the warp are masters of stone and iron. Using aetheric energies, they can shatter fortress walls, cast the enemy into great pits in the ground, or create pyrometallic explosions from iron.

 

Adeptus Astartes Librarian model only. When you target an enemy unit with the Benefit of Cover, you can re-roll Hit rolls and Wound rolls with equipped ranged weapons with the [Psychic] ability.

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IMPERIAL FISTS – VOIDSTRIKE FORCE

DETACHMENT RULE

The sons of Dorn are experts at void warfare. Whether launched from the Phalanx or one of their many battle-barges, an Imperial Fist boarding party can quickly purge an enemy ship. These forces also excel in the cramped confines of Zones Mortalis.

 

If your Army Faction is Adeptus Astartes, you can use this Voidstrike Force Detachment rule.

 

RESTRICTIONS

  • Your army can include Imperial Fists units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

 

CLEARANCE PROTOCOLS

A hail of handheld ordnance deployed at the crucial moment can sweep an area clear in a bloody heartbeat.

 

When a ranged weapons equipped by Adeptus Astartes units from your army is used to make an attack against a target within 12”, it has [Sustained Hits 1] ability and +1 to the Hit roll.

 

IMPERIAL FISTS – VOIDSTRIKE FORCE

STRATAGEMS

 

Shooting Phase

Fight Phase

1 CP

Armour of Contempt

VOIDSTRIKE FORCE – BATTLE TACTIC STRATAGEM

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration of that attack by 1.

 

 

Shooting Phase

Fight Phase

1 CP

Stubborn Defense

VOIDSTRIKE FORCE – EPIC DEED STRATAGEM

So long as one battle-brother yet stands to hold the Chapter banner high, the sons of Dorn will never truly be defeated.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, each time an attack targets your unit, you can re-roll save throws of 1. While the effect lasts, if the your unit is Below Half-Strength when your unit is selected as a target by an enemy unit, you can re-roll saving throws.

 

Shooting Phase

1 CP

Close-range Fire

VOIDSTRIKE FORCE – WARGEAR STRATAGEM

The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless ship decks and siege trenches.

WHEN: Your Shooting phase.

 

TARGET: One Adeptus Astartes Tactical Squad unit, Adeptus Astartes Intercessor Squad unit, or Adeptus Astartes Heavy Intercessor Squad unit from your army.

 

EFFECT: Until the end of the turn, ranged weapons equipped by your unit have the [Pistol] ability.

 

 

Shooting Phase

Fight Phase

1 CP

Shield Unwavering

VOIDSTRIKE FORCE – STRATEGIC PLOY

Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.

WHEN: You opponent’s Shooting phase or Fight phase, just after an enemy unit has selected its targets.

 

TARGET: One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

 

EFFECT: Until the end of the phase, your unit has the Feel No Pain 6+ ability, or the Feel No Pain 5+ ability if your unit is on an objective marker.

 

 

Shooting Phase

1 CP

Praetorian’s Wrath

VOIDSTRIKE FORCE – EPIC DEED

The sons of Dorn favour heavy weaponry and explosives, applying these blunt and decisive solutions wherever possible.

WHEN: Your Shooting phase.

 

TARGET: One Adeptus Astartes unit from your army.

 

EFFECT: Until the end of the turn, ranged weapons equipped by your unit with the [Heavy] ability improve their AP by 1 when making an attack against an enemy unit within half-range.

 

 

Shooting Phase

2 CP

Enfillading Fire

VOIDSTRIKE FORCE – STRATEGIC PLOY

The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.

WHEN: Your Shooting phase.

 

TARGET: One Adeptus Astartes unit from your army within 12” of an enemy unit hit by an attack from one of your other units.

 

EFFECT: Until the end of the turn, when your unit makes ranged attacks against the enemy unit within 12”, Wound rolls are increased by 1.

 

IMPERIAL FISTS – VOIDSTRIKE FORCE

ENHANCEMENTS

 

CASTELLAN’S MARK

Those sons of Dorn who are more in touch with the fiery wrath inherited from their gene-sire often bear relics of the legendary Assault Cadres of the 7th Legion. Such Imperial Fists commanders are deployed aggressively by the Chapter, knowing that before a boarding objective can be destroyed, it must be taken.

 

Adeptus Astartes model only. If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

 

THE SPARTEAN

This bolt pistol is a true work of the artificer’s art. Since its forging in M35, hundreds of warriors have used the pistol to myriad enemies of Mankind. All of its bearers have remarked upon the weapon’s potent and noble machine spirit, a presence so manifest that it felt as though the weapon was a battle-brother stood always at their side.

 

Adeptus Astartes model only. A bolt pistol or heavy bolt pistol equipped by the model improves its Attacks, Strength, AP, and Damage characteristics by one.

 

WARDEN’S CUIRASS

In the past millennia of war, these resplendent golden plates have graced the chest of many a son of Rogal Dorn. Proudly displaying the flawless sigil of the Primarch, they declare an unbreakable allegiance to the Imperium and the Emperor. Forged with metallic ores whose composition is no longer understood in the Imperium, each of these chest-plates also provides formidable defence, bolstering the wearer’s fortitude to that of the heroes of yore.

 

Adeptus Astartes model only. Improve the model’s Toughness and Wounds characteristics by 1.

 

STUBBORN HEROISM

Unyielding are the Imperial Fists, refusing to relent and exacting the bloody price of victory from their

foes even when retreat might prove more prudent.

 

Adeptus Astartes model only. Each time an attack is allocated to this model, reduce the Damage characteristic of that attack by one. Additionally, once per game when you target this unit with the Stubborn Defense stratagem, reduce the cost of the stratagem to 0CP.

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  • 2 weeks later...

Brief update: next up is Raven Guard. I need to get everything formatted.

  • Unit: Vanguard Veterans in Phobos Armour
    • Can take paired heirloom weapons (*cough* lightning claws *cough*)
    • Different special rule
    • Can be lead by Shrike
  • Character: Moritat
    • Can lead the above unit or a Reiver unit
    • Not a sniper, improves melee of attached unit
  • Epic Hero: Chaplain Delorn
    • Former Captain of the 9th Company who, having undergone the Rubicon-Primaris, recused himself from command
    • Notorious hide-bound traditionalist; enforces the Codex Astartes
  • Blackingwing Assassination Talon detachment
    • Raven Guard First Company known to deploy task forces all in Phobos armour
    • Sternguard your Phobos, they all gain Devastating Wounds on equipped weapons
  • Trifold Path of Shadow detachment
    • When Precision, Stealth, and Ambush all get together. Most well known in the 2nd Company, but can happen in other ways too.
    • The strats are not as impactful during the game, but the detachment rule is quite strong. You don't get strategic reserves, but can redeploy the strategic reserves points-of-units instead.
  • Raven's Jest detachment
    • When the Raven Guard go loud, they go loud. Common for the 8th Company "The Unseen" who modify their jump packs to be louder. Also a good fit for anyone who wants to lean into the Sable Brand, or the  viciousness shown by certain successor chapters (*cough* Carcharadons *cough*)
    • Close combat oriented, but no major movement bonuses; works best with jump pack troops.
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  • 4 months later...
  • 3 weeks later...

I've been quietly plugging away at formalizing the Raven Guard, but here's a preview of the Salamanders.

 

  • Unit: Flamespears in Gravis Armour
    • Inceptor-style unit
    • Armed with oversized, pistol flamers
    • Special rule for dealing mortal wounds when they Fall Back.
  • Character: Flamekeeper
    • Artificer Gravis Armour (2+ save, T6)
    • Can join Gravis units.
    • Lance when leading unit.
    • Once per battle give his unit 4+ Feel No Pain.
  • Epic Hero: Tu'Shan, Captain of the Firedrakes
    • Terminator model instead of previous artificer armour (to avoid any conversation of if he went Primaris and because I think it's a better fit for the character).
    • Stormbearer (artificer thunderhammer), Prometheus (artificer flame weapon), Firedrake Mantle (4+ FnP) 
    • Regent of Prometheus: once per turn remove battle shock from unit.
    • Never Relenting: sustained hits 1 for him and his unit when leading a unit.
  • Zone Mortalis Intervention Force
    • Salamanders are some of the toughest Space Marines there are, and excel in areas consumed by flame and radiation.
    • 6+ FnP for infantry, increases to 5+ FnP when on an objective or within 12" of an enemy unit.
    • Stratagems and enhancements focus on durability and playing close to the enemy.
  • Purgation Task Force
    • The Salamanders loathe exterminatus. When they reach a point where a planet must be cleansed, they do it eye-to-eye with their foe.
    • Torrent and melta weapons gain bonuses. Not 100% sure what yet, because I think Devastating Wounds would be too much.
    • Stratagems and enhancements focus on improving torrent, melta, and grenades use.
  • Vulkan's Honour Shield Force
    • The Salamanders are known for heroic rearguard actions to buy their human allies time to retreat and regroup.
    • The one I've given the least thought to so far. Probably going to play similar to the Anvil Siege Force.
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