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4 minutes ago, Arikel said:

Do the catachans still have the bonus to str when fighting in melee? Guard don’t need to be great at close quarter battle, but their should be an option for it, and catachaners with that ability would be the squad best suited for it.

 

Give them catachan machete that allows 2 attacks per model, choice of laspistol, shotguns, or las carbines...

All cool ideas! - It'd be great for Catachans to become something different and more relevant as light assault infantry. Catachans' best thing right now is just their Scouts, since the +1 to wound on the charge is not really anything on a 1A model.

 

My proposal was for something different, though (Penal Legions), and I did give them 3A at S4 each just for the combat drugs. It's enough attacks and S to do something to peers or punch up a little sometimes, but the secret sauce comes in the demolition charges as both shooting and melee threat.

 

Cheers,

 

The Good Doctor.

Posted (edited)
On 5/18/2025 at 4:45 PM, kabaakaba said:

Start reading next BL series and found the answer for close combat for IG. There is guards who shoots when strikes with their bayonets. So give our boys that attack even with characteristics of lasgun shot. So 2 4+ s3 1d

Maybe on a 5+ I don’t see GW giving them  2 shots on 4+ in melee. Especially if it combos with orders.

 

or you only get 1 lasgun shot in melee for every melee hit/wound you achieve.

Edited by Inquisitor_Lensoven

Teeth of Khorne (World Eaters)

 

150pts / 5

 

M7" T5 W2 Sv3+ Ld6+ OC1

 

5 armed with Heavy Bolters:

36" 3A 4+BS S5 Ap-1 Dmg2

Rapid fire 2

 

Infernal Weaponry: When Martial Excellence is active for your army, this unit's shooting weapons gain [Sustained 1] ability. When Warp Blades is active, this unit's shooting weapons gain [Lethal Hits] ability. When Decapitating Strikes is active, this unit's shooting attacks gain [Devastating Wounds] when targeting an Infantry unit. When Total Carnage is active, each time a model in this unit is destroyed as the result of a shooting attack, roll a dice: on a 4+ do not remove it from play. The destroyed model can shoot the attacking unit after it finishes its attacks, and the destroyed model is then removed from play. Note that the destroyed model may attack even if the enemy unit is in engagement range of this unit or any other. 

 

A perennial favourite that never was, and leaning on the army rule and new rapid fire WE paradigm to make them unique and interesting. Basically a small elite infantry blaster unit who get ranged buffs from the Blessings. Maybe only 4 of them should have Heavy Bolters, or maybe they are slightly undercosted, though don't seem better than a forgefiend or predator to me... Still - I wanna blast infantry with just a shedload of semi-accurate devastating heavy bolter shots! Kill Maim Burn... from afar!

 

Cheers,

 

The Good Doctor.

Posted (edited)
23 hours ago, Dr. Clock said:

Teeth of Khorne (World Eaters)

 

150pts / 5

 

M7" T5 W2 Sv3+ Ld6+ OC1

 

5 armed with Heavy Bolters:

36" 3A 4+BS S5 Ap-1 Dmg2

Rapid fire 2

 

Infernal Weaponry: When Martial Excellence is active for your army, this unit's shooting weapons gain [Sustained 1] ability. When Warp Blades is active, this unit's shooting weapons gain [Lethal Hits] ability. When Decapitating Strikes is active, this unit's shooting attacks gain [Devastating Wounds] when targeting an Infantry unit. When Total Carnage is active, each time a model in this unit is destroyed as the result of a shooting attack, roll a dice: on a 4+ do not remove it from play. The destroyed model can shoot the attacking unit after it finishes its attacks, and the destroyed model is then removed from play. Note that the destroyed model may attack even if the enemy unit is in engagement range of this unit or any other. 

 

A perennial favourite that never was, and leaning on the army rule and new rapid fire WE paradigm to make them unique and interesting. Basically a small elite infantry blaster unit who get ranged buffs from the Blessings. Maybe only 4 of them should have Heavy Bolters, or maybe they are slightly undercosted, though don't seem better than a forgefiend or predator to me... Still - I wanna blast infantry with just a shedload of semi-accurate devastating heavy bolter shots! Kill Maim Burn... from afar!

 

Cheers,

 

The Good Doctor.


This is a good one. While WE are very much known for their run up and hit stuff style. They did have a vast assortment of Heavy Weapons squads to support them back in the HH. Seeing the new chaosy versions of that would be really cool and give the army some much needed ranged punch. Even if it's only to clear screening units for the big boys to make a better charge. 

Edited by Tawnis

Ok here goes... it took me a bit chosing something to pick, I went through my fan codex project ( combining corsairs, outcasts and ynnari into Esha'Yr .. in homage to an old tidbit) as the biggest gap for "my" armies are mostly characters, generic leader characters... even for the one that is an actual army ( Drukhari ) this is the biggest gap.. and my other flavors ( hybrid chaos marine/daemons/mortals ) also dont really have crossover characters. But I went for the following 2, an Ynnari character and a Corsair character, and turned the rules ideas into things that work with the armies as they are ( so not a fan codex ) :

 

Stellarch

hdr_Stellarch.jpg.284c01f7921a6f50ad0316e775d57135.jpg

 

 

Keywords :
Asuryani (faction), Aeldari, Infantry, Character, Anhrathe, Grenades, 

 

Abilities :
Core : Scouts 7" , Leader
Faction : Battle Focus

 

X marks the spot

At the start of the game select an objective marker, if this objective marker is not under your control add 2" to every movement action made by this model and the unit it leads in the direction of the selected objective marker. If this objective marker is under your control, you will keep control of that objective marker until an enemy gains control over the objective marker.

 

Galactic Bounty **
This character can take any enhancement from the detachment that can be taken by an Infantry Character, if the enhancement asks for a keyword this model doesnt have, this model is considered to have that keyword as if it was part of the datasheets keywords. If this character is your warlord, it can take two enhancements.

 

Leader :
-- Corsairs Voidreavers
-- Corsairs Voidscarred

 

Wargear :

This Model is equipped with an Eldritch Voidblade and an Arms Collection*
-- This Model may replace its Eldritch Voidblade with a Star Glaive

 

* I wanted to use the word Brace of Pistols, but that already has rules for 1 profile. And what I wanted it to represent is a selection of different ranged (pistol) profiles each of wich can be only fired once. Its an abstraction of them using an exotic collection of pistols or tools or a custom made weird fire arm (like in my mockup) and I like the rather gimmicky nature of planning to use the shots. I even wanted to have a (rogue) Eldritch Storm shot in there.. maybe with a shorter range and [Hazardous] added. To represent the Corsair prince dabbling with psychic powers or having procured an ancient weapon.. or even one that weaponises a farseer soul in a spirit stone. ( and yes, this is so it can interact with relevant enhancements on the matter as well.)

 

** I dont know if this is a weird rule, its something I feel fits Corsair princes and Inquisitors, that are much more individualized than military ranking or "ritual" characters and are also typical for having procured a wide variety of divergent skills and/or accesoires than other character types. Might even fit Daemon princes too, and definitely other piratey characters ( Rogue traders, Ork Freebooter Kaptins etc. )

 

 

 

Ynnari Syren ( I might replace this digital conversion Im not so satisfied with :p)

hdr_Syren.jpg.3741fabd623d5b2b89b4d09e8e1c1384.jpg

 

 

Keywords :
Ynnari (faction), Aeldari, Infantry, Character, Psyker, Succubus, Warlock, Harlequins****

 

Abilities :
Core : Leader, Fights First
Faction : Battle Focus, Disparate paths

 

The Dance of Death***

Whenever an Infantry model within X" (engagement range distance I think) that hasnt been a target of "the dance of death" lost its last wound, roll a d6, on a 2+ you can choose not to remove that model and leave it with the last wound remaining. Substract 1 from the result of the roll for every time you used this ability. If the model targeted with this ability was a friendly model, another friendly unit within X" suffers D3 wounds. If the model was an enemy model a friendly unit within X" regains D3 wounds/models.

 

Brides of Death (light)

While this model is leading a unit, if that unit is  below starting strength, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and if it is a wyches unit improve the Armour Penetration characteristic of that attack by 1 as well.

 

Leader :
-- Ynnari Wyches
-- Troupe****
-- Howling Banshees

 

Wargear :

This Model is equipped with  Syren weapons and Destructor
-- This Model may replace its Syren weapons with a Whispering Spear  ( basically syren weapons = succubus weapons and whispering spear is singing spear, maybe with slightly balanced stats if its too unbalanced a choice.)

 

*** This one might need work ? Basically, this idea for an Ynnari ability/psychic power/stratagem has been nesting in my head since the Gathering Storm story where Yvraine returns the souls of the rubric and then takes them away. I thought it gave a very nice psychopomp element. Besides the fluff element, I also think its a very unique utility to prevent enemy models from dying. In the right circumstance this could be a quite powerful deterrent to certain tactics I think. On the other hand the ability to turn a friendly unit below starting strength is also a good utility in Ynnari.


**** maybe the harlequins association is too much. It was meant as a "bone" for the many that included troupes in Ynnari over the years.

 

----

 

I also really want 40k rules for the Mindstealer Sphiranx, but I have no clue how to deal with it. Lorewise I head canoned them to be a telepathic croneworld sentient species once associated with the Aeldari Empire. Some of them fell to chaos ( tzeentch ) but some survived and aided the few small surviving communities of croneworld eldar. While Asuryani and Drukhari largely shun them, Ynnari and Corsairs do take them along for the ride, valueing their aid when traversing croneworlds or any warp tainted space... but all thats another thing.

1 hour ago, TheMawr said:

Mindstealer Sphiranx

Painted mine for Ulthwé, and in honour of a lost pet back in 2020... So I'm 110% with you on this:

 

Guardian Sphiranx

 

These rare and august telepathic felines have lived amongst Eldar society since before the Fall. Long-lived even by Eldar standards, Sphiranxes are now predominantly found on Exodite worlds where they serve as counsellors, oracles and pathfinders to the Principalities. Craftworlds may also house colonies of Sphiranxes who assist the Wraithseers and Farseers in comforting the dead, consulting the Infinity circuit, and weaving the skeins of fate toward survival. When Khaine walks, so too may Sphiranxes be found assisting an Autarch, Seer or Warlock, using their incredible natural telepathy in guiding the warhost, and confounding their enemies. 

 

M7" T5 Sv 4+/4++ W7 LD6+ OC3

 

RANGED:

Mind Pounce: 24" A1 BS2+ S:5 AP-3 Dmg3 - Ignores Cover, Precision, Anti-Monster/Beast 3+, Anti-Infantry 4+, Devastating Wounds, Sustained Hits 1, Psychic

 

MELEE:

Vorpal claws and fangs: 6A WS3+ S:6 AP-2 Dmg2 - Lethal Hits

 

CORE:

Lone Operative, Stealth

 

Counts as a Psycher for purposes of Wraithsight

 

Wisdom of the hunter: In the command phase, you may select any friendly unit on the table and one stratagem available to that unit, or that may become available to that unit over the coming batle round. The selected unit may use the selected stratagem once before your next command phase for 0CP. Each stratagem may be selected for this ability once per game.

 

Whispers of confusion: +1CP for enemy units to use stratagems within 9".

 

Cheers,

 

The Good Doctor.

 

I'm a simple man, I'd just like an alternate infantry unit for Thousand Sons, something where the designers can go really crazy showing super-mutated Thousand Sons marines, where Tzeentch's wildest mutations are on display.

 

I now realise that I'm in essence just asking for Thousand Sons-specific Possessed marines. But darn it, we got super gross body horror cultists in baseline CSM, so surely we could get some Flesh Change shenanigans going on for the 1k sons. (Magnus trying to use newly-gleaned and/or ancient magic to get around the flesh change, only for it to backfire for obvious reasons, or something to that effect)

 

Also, obviously, Rubric Dreadnoughts please, ideally available ALSO as Sorcerer Dreadnoughts via a dual kit. 

 

Rules? I'll leave all that to the experts, or at least to GW:tongue:

id like to see something like this 

 

Iron hands Doctarii

Great crusade veterans, who have grown too old and slow to continue in front line combat, suffering major injuries that are not severe enough to warrant internment in a dreadnought they transitioned to training roles in the legion. With the massive losses at Istvaan they are brought out of their support role into more front line combat. 

 

Mk1 clad old men with tones of bionics with a really weird and eclectic selection of wargear such as volkites, grenade launchers, disintegrators, irad weapons, etc. Real wonky stuff. 

give them bonuses to being deployed alongside inductii. 

Was thinking of another thing last night that would help fill in a range, even though this is already for a pretty large range. 
 

Flayed Lord

M: 5" T: 5 Sv: 2+/4+ W: 6 LD: 6+ OC: 1
Twin Flensing Claws: (Sustained Hits 1, Twin-Linked)

Melee: A: 8 WS: 2+ S: 6 AP: -1 D:1


Abilities: 
Core: Infiltrate, Stealth
My Will Be Done: The normal strat CP reduction for a Lord. 

Ferocious Hunger: As long as a Flayed Lord is leading a unit, that unit has the Fights First ability. 

This model may be attached to the following units: Flayed Ones, Lychguard. 

 

Wargear Abilities: 

Resurrection Orb: Same as on the normal warlords as well. Revive D6 rather than D3.

Simple change to the normal lord to make them a Flayer Lord and able to attach to those units. I left them able to attach to the Lychguard as well, since they are more-less the mindless shields of their lord and would likely still do so even if they had fallen to madness. 

For Space Marines, I want everything that should already be feasibly possible! Every character in every Mark of armour, a champter agnostic Chapter Master model on (50mm), Captain, Lieutenant, Librarian, Chaplain, Techmarine, Apothecary, Ancient and Champion in Phobos, Tacticus, Gravis and Terminator. Then, 14" Phobos Jump Packs, 12" Tacticus Jump Packs and 10" Gravis Jump Packs. Bikes at least for Tacticus (more on the "at least" below). 

 

Then apply that to squads, Battleline, Fire Support and Close Support in Phobos, Tacticus and Gravis, Terminators being their own thing. Then jump packs for all so that means a new jump pack phobos squad. I've previously said if Assault Intercessors with Jump Packs are hammers these would be scalples. I'd also like a Phobos bike squad. They would replace the old scout bikes. These would be like all those conversions people have made and be on repulsor technology and I think of them as thsoe ridable manned drones you see IRL. They'd be distictly different and weaker than Legion Jet Bikes.

 

I'd like a Repulsor with an assault ramp.

Had another idea

 

Invasors 

M6” T4 W2 OC2 LD6+ Sv3+

Scout 6” Stealth 
 

5 man squad size

each invasor is armed with a heavy bolt pistol and a lightning claw.

the sgt may replace his claw with a powerfist or an instigator bolt carbine

sgt may replace his heavy bolt pistol with either a plasma pistol or an inferno pistol

one invasor may replace his heavy bolt and claw with a bolt rifle with grenade launcher.

one invasor may replace his heavy bolt pistol with an inferno pistol.

 

Invasive Action

Add 1 to charge rolls for this unit if there are no friendly units within 9” of them 

Melta Mine

Once per game roll 1D6 on a 4+ deal D3+1 MW to target vehicle or monster within 3” of this unit.

Edited by Inquisitor_Lensoven
20 hours ago, Inquisitor_Lensoven said:

Had another idea

 

Invasors 

M6” T4 W2 OC2 LD6+ Sv3+

Scout 6” Stealth 
 

5 man squad size

each invasor is armed with a heavy bolt pistol and a lightning claw.

the sgt may replace his claw with a powerfist or an instigator bolt carbine

sgt may replace his heavy bolt pistol with either a plasma pistol or an inferno pistol

one invasor may replace his heavy bolt and claw with a bolt rifle with grenade launcher.

one invasor may replace his heavy bolt pistol with an inferno pistol.

 

Invasive Action

Add 1 to charge rolls for this unit if there are no friendly units within 9” of them 

Melta Mine

Once per game roll 1D6 on a 4+ deal D3+1 MW to target vehicle or monster within 3” of this unit.


It would be nice to have a melee Phobos option. I also think the name is very on brand. :laugh:

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