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Hello battle brethren! I'm back after taking a short break from hobbying (having a kid certainly keeps you busy), and am back into the saddle of painting up my models so I can get to that 2000 pts mark for my army.

 

While painting things up and crafting what my list would look like, I had the idea of creating a homebrew setachment for casual games with some friends. I decided to try and theme the detachment off the "Six Hosts of the Angels of Death" or in other words the six wings of the Haxagrammaton. Even though Deathwing and Ravenwing are the only officially surviving and functional wings from the heresy, I've always felt the Sons of Caliban were at least smart enough to retain the knowledge and tactics of the former hosts and incorporate them into the current 40k time period.

 

With that being said, here's what I was able to come up with!

 

Disciplines of the Hexagramaton

At the beginning of the battle round select one of the following disciplines to apply to one unit in your army, to a maximum of 3 units having a discipline selected.

1. Weapons of Extermination

Adeptus Astartes infantry unit: add 1 to the strength, AP, and damage characteristics of the units ranged weapons. Additionally, ranged weapons in this unit have the hazardous keyword.

2. Surge of the Resolute

Deathwing unit: Add 2 to advance and charge rolls made by this unit. If the target of this units charge is within engagement range with a Ravenwing unit, add 3 to the charge rolls instead.

3. Artifice of the Raven

Adeptus Astartes Mounted unit: this unit can shoot and charge in a turn which it advanced or fell back.

4. Ceaseless Storm

Adeptus Astartes Infantry unit: Add 1 to the OC of models in this unit. If this unit does not move in the movement phase and is within range of an objective marker, models in this unit have a 6+ FNP.

5. Mechanized Fusillade

Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Assault and Heavy keywords. If this model advanced in the movement phase; each time you make an attack in your shooting phase, re-roll wound rolls of 1. If this model did not move in the movement phase; each time a saving throw is made for this model, re-roll save rolls of 1.

6. Grim Exaction 

Adeptus Astartes infantry unit: Melee weapons for this unit have Precision; and if any models targeted by these attacks are slain, that unit must take a battle shock test subtracting 1 from the result

 

Stratagems

1. 1CP Rout and Overwhelm

Infantry unit in the fight phase: Melee weapons for this target unit have Lethal Hits. If the target of these attacks are battle shocked, critical hits are scored on a 5+.

2. 2CP Swift Pursuit

Infantry or mounted unit in your Command Phase: This unit can charge in the same turn they advanced. If this unit has the Ravenwing keyword, they gain Lance until the end of the turn.

3.2 CP Siege Shielding

Adeptus Astartes Vehicle in the shooting phase: subtract 1 from the damage characteristics for attacks that target this unit until the end of the phase.

4. 1 CP Masters of the Teliportarium

One Deathwing unit arriving from deep strike: This unit can be set up anywhere on the battlefield that is more than 6" horizontally from all enemy units, but until the end of the turn, that unit cannot charge.

5. 1 CP Terror of The First

One Adeptus Astartes unit in your Command Phase: Select one enemy unit within 12" of this unit, that unit must take a battle shock test.

 

Enhancements

1. 20 pts Forbidden Psykana 

Adeptus Astartes Psyker model: Any psychic attacks made by this model can re-roll the wound roll.

2. 20 pts Litany of Faith

Chaplain or Judiciar model: once per battle round when selected as the target off an attack, while the bearer is leading a unit, models in that unit have a 4+ invulnerable save until the end of the phase.

3. 15 pts Lost Mace of Corswain

Deathwing model: Melee weapons equipped by this model add 1 to the attacks and AP characteristics.

4. 10 pts Grand Strategy of the Lion

Each time you target this unit with a stratagem, roll a D6 and on a 5+ you gain 1 CP

 

I tried to keep the rules for this as balanced as possible while still making it fun, flavorful, and somewhat competitive. Let me know what you guys think of this. Certain aspects over tuned or under tuned? Would you hate playing against this?

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The problem with hearing "home brew" is most people are likely to hear "Monty Haul" - and having 6 blips in your first bloop, even it limited to 3 total already sounds that way. 

 

Forbidden Psykana is probably too cheap.  Or too potent.  Or both. 

 

Drop the Judiciar from Litany, and make it a 5+++ FNP.

 

Have Masters of the Teleportarium preclude Rapid Fire as well as Charging.  10+(any characters or yikes a Sustained Termie Libby) A2 RF2 Stormbolters plus a couple Cyclones turns into too much of an uninteractive Bomb.

 

Terror of the First is probably too weak.  Especially for a one-time-per-cost.  Maybe try an aura/range effect similar to Asmodai, or the Terror Troops Reivers.

 

Post 1 of 2 - Direct feedback

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

I decided to try and theme the detachment off the "Six Hosts of the Angels of Death" or in other words the six wings of the Haxagrammaton. Even though Deathwing and Ravenwing are the only officially surviving and functional wings from the heresy, I've always felt the Sons of Caliban were at least smart enough to retain the knowledge and tactics of the former hosts and incorporate them into the current 40k time period.

 

Sounds great and I think also fits the vibe for the Consecrators who've always given me the impression of hewing to the old ways more so than the rest of the Unforgiven.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

Disciplines of the Hexagramaton

At the beginning of the battle round select one of the following disciplines to apply to one unit in your army, to a maximum of 3 units having a discipline selected.

 

Very versatile in application which is something to keep in mind for the effects. I think it is also the sort of rule which would benefit from scaling with points; something seen in other detachment rules. This helps it from being overwhelming at lower point levels while still feeling impactful if you go to higher than average point levels.

  • Incursion - 2 units
  • Strike Force - 3 units
  • Onslaught - 4 units

The big question I have for you is whether the intent is for units to part of more than Wing? For example, one unit could be Dreadwing (Weapons of Extermination) one turn and then Stormwing (Ceaseless Storm) the next turn. If that is the case, then the keyword limitations break the theme. If that's not the case, then I'd recommend either keyword locking all the effects or having the effect choice be at the start of the game and not change.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

1. Weapons of Extermination

Adeptus Astartes infantry unit: add 1 to the strength, AP, and damage characteristics of the units ranged weapons. Additionally, ranged weapons in this unit have the hazardous keyword.

 

AKA the Dreadwing Effect. Hazardous provides some balance; this is still a very powerful effect. I would use this every turn on Hellblasters (double Hazardous has no effect) with an Apothecary attached.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

2. Surge of the Resolute

Deathwing unit: Add 2 to advance and charge rolls made by this unit. If the target of this units charge is within engagement range with a Ravenwing unit, add 3 to the charge rolls instead.

 

AKA the Deathwing Effect. I'm not a fan of mixing 'wings for the effect of a what is otherwise "each effect is 'wing" detachment rule. I'd take a look at their original purpose because the detachment is a love letter to the original Hexagrammaton.

 

"Most renowned among its specialists are those dedicated to the role of line breakers, elite veteran infantry that serve to shatter the enemy's formations and create openings for other units or Wings, and the lifeguard cadre deployed to protect officers during the battle. These lifeguard cadre are especially prominent, with few high ranking officers in the Legion lacking a small force of Deathwing veterans sworn to give their lives to ensure their safety."

 

I'd use the effect of Rout and Overwhelm here and then replace Rout and Overwhelm with a bodyguard-style effect.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

3. Artifice of the Raven

Adeptus Astartes Mounted unit: this unit can shoot and charge in a turn which it advanced or fell back.

 

AKA the Ravenwing Effect. No notes, seems great for the right moment but not something I'd use every turn.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

4. Ceaseless Storm

Adeptus Astartes Infantry unit: Add 1 to the OC of models in this unit. If this unit does not move in the movement phase and is within range of an objective marker, models in this unit have a 6+ FNP.

 

AKA the Stormwing Effect. I like the FnP effect, very Heart of the Legion, but it is not what I expected after reading "Ceaseless Storm." Fitting the name, I'd go with Sustained Hits 1 while in range of an objective marker. 

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

5. Mechanized Fusillade

Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Assault and Heavy keywords. If this model advanced in the movement phase; each time you make an attack in your shooting phase, re-roll wound rolls of 1. If this model did not move in the movement phase; each time a saving throw is made for this model, re-roll save rolls of 1.

 

AKA the Ironwing Effect. Hoo, that is a lot of effects. Gaining Assault and Heavy is fine; or pick a lane. For example, Mechanized Blitz - Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Assault ability and can charge after advancing; or Mechanized Fusillade - Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Heavy ability and you can reroll weapon damage if the vehicle does not move.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

6. Grim Exaction 

Adeptus Astartes infantry unit: Melee weapons for this unit have Precision; and if any models targeted by these attacks are slain, that unit must take a battle shock test subtracting 1 from the result

 

AKA the Firewing Effect. Precision-style effects like this are so wonky because they're useless almost all of the time. Even if fighting a unit with a Character in it, the other Wing effects are much more attractive because it's rare to want to snipe the character without trying to crack the entire enemy unit. I think another way to get that headhunter/disruption feel would be an effect where the unit chosen and any enemy Character units (so any Character model or unit with a Character model attached)  they are engaged with cannot be targeted by enemy stratagems.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

Stratagems

1. 1CP Rout and Overwhelm

Infantry unit in the fight phase: Melee weapons for this target unit have Lethal Hits. If the target of these attacks are battle shocked, critical hits are scored on a 5+.

 

Cool effect, and I am going to assume it will end up in the Deathwing Effect. Lessons of the Lifeguards - 1 CP use when targeted by attacks with the Precision ability; attached Character cannot be targeted with Precision and the unit gains a 5+ FnP against attacks with the Precision ability.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

2. 2CP Swift Pursuit

Infantry or mounted unit in your Command Phase: This unit can charge in the same turn they advanced. If this unit has the Ravenwing keyword, they gain Lance until the end of the turn.

 

I get the desire to include an effect like this... at the end of day I don't think it quite fits because it's a shock assault effect. I think you could work this one of two ways. One: Swift Pursuit - 6" Consolidation move for 1 CP stratagem. Two: Cunning Pursuit - d6" reactive move when an engaged enemy unit makes a Fall Back move; becoming d6+4" if used on a Ravenwing unit. 

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

3.2 CP Siege Shielding

Adeptus Astartes Vehicle in the shooting phase: subtract 1 from the damage characteristics for attacks that target this unit until the end of the phase.

 

I think you could reduce this to 1 CP because while it is great against quantity D2 and D3, it's only okay against quality D3+d3 or Dd6+1.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

4. 1 CP Masters of the Teliportarium

One Deathwing unit arriving from deep strike: This unit can be set up anywhere on the battlefield that is more than 6" horizontally from all enemy units, but until the end of the turn, that unit cannot charge.

 

This is kind of a waste because it's an effect found in other detachments that are more focused on Deathwing. It helps give the impression that this homebrew is less about the flexibility of the Hexagrammaton, and more a reason to cherry pick stratagems from other detachments.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

5. 1 CP Terror of The First

One Adeptus Astartes unit in your Command Phase: Select one enemy unit within 12" of this unit, that unit must take a battle shock test.

 

The name is too Night Lords in my subjective opinion. It's also too little (as Tacitus noted). Unmatched Persecution, 1 CP - Use when an enemy unit has to take a Battle-Shock test, they increase their Leadership by 1 and an additional 1 for each Dark Angel unit within 12" of them to a max of 3. Because it works on the Ld stat, it will combo with Asmodai or Reivers penalizing the roll. Heck, I think this would honestly be a good way to encourage Reivers in a list (6" aura for their ability so +2 Ld, -1 to roll).

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

Enhancements

1. 20 pts Forbidden Psykana 

Adeptus Astartes Psyker model: Any psychic attacks made by this model can re-roll the wound roll.

 

Doesn't fit the theme. Stick with the Wings and don't muddle it by bringing in the dissolved before they existed Host of Pentacles.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

2. 20 pts Litany of Faith

Chaplain or Judiciar model: once per battle round when selected as the target off an attack, while the bearer is leading a unit, models in that unit have a 4+ invulnerable save until the end of the phase.

 

This is way too good, mechanically, and doesn't fit the theme. 

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

3. 15 pts Lost Mace of Corswain

Deathwing model: Melee weapons equipped by this model add 1 to the attacks and AP characteristics.

 

This is kind of a waste because it's an effect found in other detachments. It helps give the impression that this homebrew is less about the flexibility of the Hexagrammaton, and more a reason to cherry pick stratagems from other detachments. Additionally, the Deathwing keyword harder to get on Characters outside of Epic Heroes than one might think. It's only Terminator Characters that get it. If the idea is to expand the Wings and their tactics beyond the usual Deathwing and Ravenwing units then here is what I recommend:

 

Mantle of Holguin - Infantry model only. Gain the Deathwing keyword and, once per game, add 2 to melee weapon damage until the end of the Fight Phase. 

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

4. 10 pts Grand Strategy of the Lion

Each time you target this unit with a stratagem, roll a D6 and on a 5+ you gain 1 CP

 

I'd raise the points, but otherwise it's a fine enhancement.

 

On 9/5/2025 at 3:36 PM, Intercession13 said:

I tried to keep the rules for this as balanced as possible while still making it fun, flavorful, and somewhat competitive. Let me know what you guys think of this. Certain aspects over tuned or under tuned? Would you hate playing against this?

 

There's a concept for game design where one goes through cycles of expanding and contracting on theme and mechanics. You've got a solid first draft, but now it needs contraction for theme or power fantasy. Is the power fantasy that all units be members of a Wing and fight appropriately? Is the power fantasy that the army uses the most Wing appropriate tactics as the moment dictates? Once that contraction occurs, you remove the mechanics that don't fit and expand on what's left.

 

Post 2 will be an example of that; it's not a "do this," but an example based on what I subjectively find most interesting from your first draft.

 

 

Post 2 of 2

 

This detachment uses strats to represent the various Wing tactics. The detachment rule still focuses on Characters to hand out the strats by letting you use some for 0CP each battle round. The enhancements both continue the Wing theme while also including which directly interacts with the mechanics of the detachment.

 

Disciples of the Hexagramaton

 

Detachment Rule

Lessons of the Outer Circles

No son of the Lion could ever truly match their Primarch’s intuitive command of strategy. The First Legion instead had many specialists within the Outer Circles of the Hexagramaton and changed command authority as battlefield context demanded. The Unforgiven’s Masters have inherited some of these tactics and continue to use them in the 41st millenia.

 

Once per battle round, a number of units from your army can be targeted with a Stratagem from this detachment for 0CP if they are within 6” of a Character unit. The maximum number of units you can target in this way depends on the battle size, as shown below. Designer’s Note: They do not need to be within 6” of the same Character unit.

 

Battle Size

 Units

Incursion

 1

Strike Force

 2

Onslaught

 3

 

Enhancements

Preceptor’s Expertise - 20 pts

Some Masters of the Dark Angels spend long hours exploring the depths of the Rock for lost or hidden archives, carefully choosing information from treatises they find which can safely be introduced to the rest of the Chapter. 

 

Adeptus Astartes model only. Once per battle round you can target a unit within 12” of this model’s unit with a Stratagem from this detachment even if another unit from your army has already been targeted with that Stratagem this phase. The Stratagem used cannot have its CP cost lowered in any way.

 

The Unbroken Vow - 25 pts

Duty weighs heavily on all Dark Angels, but none more heavily than the inducted members of the Deathwing. The knights of the Deathwing fight until their oaths are completed, and only then will they honor their wounds. 

 

Adeptus Astartes Deathwing model only. Increase this model’s Toughness and Wound characteristics by 1. Additionally, when the model’s unit is within range of an objective marker, increase the Toughness of all other models in the unit by 1.

 

The Ever-burning Flame - 20 pts

This ancient pyre frame incorporates uncanny archeotech which activates in the presence of extremis-level targets, leaving them disoriented and unable to coordinate with their forces. 

 

Adeptus Astartes model only. While this model is in engagement range of an enemy Character unit, its unit and enemy Character units they are engaged with cannot be targeted by enemy stratagems.

 

Forge-Wright - 15 pts

The Forge-Wrights of the Dark Angels are rare among their Tech-Priests, with more in common with their battle-brothers than the Priesthood of Mars.

 

Adeptus Astartes Techmarine model only. While this model is leading a unit, when you use its Blessing of the Omnissiah ability, you can select an Adeptus Astartes Vehicle unit within 3” of this model’s unit and equipped ranged weapons in this model’s unit has +1 to Hit rolls when making ranged attacks against an enemy unit hit by the Bless of the Omnissiah’s target during the Shooting phase.

 

Stratagems

Armour of Contempt 

 

The Blackened Earth - 1CP

“The enemy’s plans come to nought when the very ground under their feet is scorched with our fury.”

 

When: Your Shooting phase.

Target: One Adeptus Astartes unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the Shooting phase, ranged weapons equipped by models in your unit improve their Strength and AP by one, and have the hazardous keyword. If their ranged weapons already had the hazardous keyword then the hazardous test is failed on a roll of 1 or 2. If your unit has the Gravis keyword, their ranged weapons do not have the hazardous keyword.

 

The Inviolate Duty - 1CP

“Stand beyond the reach of doubt and uncertainty, where one becomes death guided.”

 

When: The end of the Charge phase.

Target: One Adeptus Astartes Infantry or Walker unit from your army within engagement range of one or more enemy units.

Effect: Until the end of the turn, melee weapons equipped by models in your unit have the Lethal Hits ability. If your unit is within range of an objective model, then additionally your unit’s melee Hit rolls are Critical Hits on an unmodified roll of 5+.

 

The Seeker’s Path - 1CP

“Set yourself to flight as the arrow knows the path.”

 

When: Your Movement phase.

Target: One Adeptus Astartes unit from your army which has not been selected to move this phase.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If your unit is within 12” of a Ravening Character unit, then until the end of the turn your unit is also eligible to shoot and declare a charge in a turn in which it Advanced.

 

The Ceaseless Storm - 1CP

“The tempest sweeps clean the battlefield.” 

 

When: Your Shooting phase

Target: One Adeptus Astartes Infantry unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the Sustained Hits 1 ability. If your unit is within 6” of an Intercessor Squad, then ranged weapons equipped by models in your unit have the Sustained Hits 2 ability instead. 

 

The Steel Fist

“Strike the shattering blow and grind the ruins into oblivion.”

 

When: Your Shooting phase

Target: One Adeptus Astartes Vehicle unit or Infantry unit which disembarked from a transport in the preceding Movement phase from your army that has not been selected to shoot this phase.

Effect: Until the end of the turn, ranged weapons equipped by models in your unit have the Assault ability. If your unit has the Vehicle keyword, then until the end of the turn your unit is also eligible to declare a charge in a turn in which it Advanced.

On 9/7/2025 at 12:48 AM, Tacitus said:

The problem with hearing "home brew" is most people are likely to hear "Monty Haul" - and having 6 blips in your first bloop, even it limited to 3 total already sounds that way.

This was partially what I was worried about, I was trying to keep it balanced but it's partially turned into the detachment rule being "here are 3 free strats a turn, on top of the other stratagems you can use". Night need to rethink how the detachment works as Jaxom suggested...

 

On 9/7/2025 at 12:48 AM, Tacitus said:

 

Have Masters of the Teleportarium preclude Rapid Fire as well as Charging.  10+(any characters or yikes a Sustained Termie Libby) A2 RF2 Stormbolters plus a couple Cyclones turns into too much of an uninteractive Bomb.

This part i wasn't too concerned about if I'm being honest, even with the exact set up you're describing they would on average not even kill a squad of 10 MEQ bodies or an impulsor with OOM. Still going to rethink this strat though to something that better represent the Deathwing.

 

Thanks for the feedback though! Definitely needed to reconsider some of the overpowered aspects you mentioned, and I'll admit the Terror of the First strat was me being a bit lazy...

On 9/7/2025 at 1:20 PM, jaxom said:

 

Very versatile in application which is something to keep in mind for the effects. I think it is also the sort of rule which would benefit from scaling with points; something seen in other detachment rules. This helps it from being overwhelming at lower point levels while still feeling impactful if you go to higher than average point levels.

  • Incursion - 2 units
  • Strike Force - 3 units
  • Onslaught - 4 units

I'll start by saying thanks for such a detailed response on my post, want expecting someone to be so helpful with the feedback! As I mentioned in my response to Tacitus I was worried after thinking this over more that I had given a bit too much power in this detachment rule, as well as some of the other aspects of my enhancements and strats being more "good effects that are nice to have" instead of " Flavorfully and fun". Limiting selections isn't something I even thought of but definitely needed. 

 

On 9/7/2025 at 1:20 PM, jaxom said:

The big question I have for you is whether the intent is for units to part of more than Wing? For example, one unit could be Dreadwing (Weapons of Extermination) one turn and then Stormwing (Ceaseless Storm) the next turn. If that is the case, then the keyword limitations break the theme. If that's not the case, then I'd recommend either keyword locking all the effects or having the effect choice be at the start of the game and not change.

I hadn't considered introducing keyword limitations to access each wings effects, mostly because I didn't want it to get too complex by saying "only XYZ units are in this wing" and so forth. As you mention later in your post, the idea was the army uses the most wing appropriate tactics when needed. But maybe locking the effects to more thematic units would make balance easier, just have to think of a way to not make it cumbersome to understand...

On 9/7/2025 at 1:20 PM, jaxom said:

AKA the Dreadwing Effect. Hazardous provides some balance; this is still a very powerful effect. I would use this every turn on Hellblasters (double Hazardous has no effect) with an Apothecary attached.

Yeah seriously reconsidered this one after doing some numbers crunching... A squad of 5 Sternguard crush tanks with just this buff. I think your version in post 2 for +1 strength and AP plus the hazardous failing on 1 or 2 is balanced the right way.

 

On 9/7/2025 at 1:20 PM, jaxom said:

AKA the Deathwing Effect. I'm not a fan of mixing 'wings for the effect of a what is otherwise "each effect is 'wing" detachment rule. I'd take a look at their original purpose because the detachment is a love letter to the original Hexagrammaton.

Was trying to encourage use of Deathwing and Ravenwing units where The Lions Blade Taskforce failed. But maybe to your point it should be a more direct representation of what is unique to Deathwing. Rout and Overwhelm, as you said, represents this a bit more. With the stratagem to replace that with though I'm considering a body guard style stratagem that turns off precision and ignores all modifiers, but still working this one out.

 

On 9/7/2025 at 1:20 PM, jaxom said:

AKA the Stormwing Effect. I like the FnP effect, very Heart of the Legion, but it is not what I expected after reading "Ceaseless Storm." Fitting the name, I'd go with Sustained Hits 1 while in range of an objective marker. 

 

 

AKA the Ironwing Effect. Hoo, that is a lot of effects. Gaining Assault and Heavy is fine; or pick a lane. For example, Mechanized Blitz - Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Assault ability and can charge after advancing; or Mechanized Fusillade - Adeptus Astartes Vehicle model: ranged weapons equipped by this model gain the Heavy ability and you can reroll weapon damage if the vehicle does not move.

I wrote enjoy the Ceaseless Storm effect too and thought it was well balanced enough... May just flip the name on this one.

 

As for the vehicle effect it was difficult to find a solution that showed the Ironwing were masters of both siege and fortification. To your point though maybe picking a lane is best...

On 9/7/2025 at 1:20 PM, jaxom said:

The name is too Night Lords in my subjective opinion. It's also too little (as Tacitus noted). Unmatched Persecution, 1 CP - Use when an enemy unit has to take a Battle-Shock test, they increase their Leadership by 1 and an additional 1 for each Dark Angel unit within 12" of them to a max of 3. Because it works on the Ld stat, it will combo with Asmodai or Reivers penalizing the roll. Heck, I think this would honestly be a good way to encourage Reivers in a list (6" aura for their ability so +2 Ld, -1 to roll).

The leadership modification is a great idea I hadn't considered, might steel this word for word honestly considering if someone really needed precision there are other ways to get it.

 

As for the enhancements I'm rethinking the effects of all of those honestly, except maybe the stratagem one. May keep the idea of Litany of Faith but time it down a lot.

 

On 9/8/2025 at 5:18 PM, jaxom said:

The Seeker’s Path - 1CP

“Set yourself to flight as the arrow knows the path.”

 

When: Your Movement phase.

Target: One Adeptus Astartes unit from your army which has not been selected to move this phase.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If your unit is within 12” of a Ravening Character unit, then until the end of the turn your unit is also eligible to shoot and declare a charge in a turn in which it Advanced.

I really like this idea to replace the stratagem I had for getting advance and charge. 

 

I also think your design for the detachment rule is really unique, and one that plays on the more veteran members of the chapter being the keepers of the secrets for each of the wings. I'm considering incorporating this somewhat in my second go at this. Once I get more ideas on paper I'll definitely revisit this post for updates!

On 9/13/2025 at 11:11 AM, Intercession13 said:

 

 

This part i wasn't too concerned about if I'm being honest, even with the exact set up you're describing they would on average not even kill a squad of 10 MEQ bodies or an impulsor with OOM. Still going to rethink this strat though to something that better represent the Deathwing.

 

Thanks for the feedback though! Definitely needed to reconsider some of the overpowered aspects you mentioned, and I'll admit the Terror of the First strat was me being a bit lazy...

only 10 MEQ isn't going to be much consolation to someone who just lost a 20 man blob and the objective.  It wasn't the ability, it was what you can stack on said ability.  That was the problem with the Aggressor Bomb.  Everything stacked on everything that came before, and multiplied not added to.  The ability you're using already exists, but its limited to 3 attacks (with SH2) on max 6 models - no Leader so no stacking. 18 shots wtih 1/3 miss, and 1/3 doing double hits washes - for 18 hits.  10 Man Terminators with a SH1 Libby is 40 + 4 + 14 Cyclone Frags + 3-4 Smites is about 60 shots, which is 50 Hits all on its own. 

 

Here's another idea - Instead of SH1 Libby, lets use Belial.  44 shots, 7+ precisions.  Dead Farseer.  Now chances are the Libby version killed the Farseer, AND the Guardian squad he was leading, but the 6" Sniper Bomb is likely even less fun to have happen to you. 

 

Compare that to the Inceptors - 18 hits, wound on 3's is 12 woundings.  -1 to save vs 4+ save is 9 unsaved woundings.  There's one Guardian, the HWP, and the character leader still alive.  Its just too much one-sided bomb.

On 9/13/2025 at 4:34 PM, Intercession13 said:

As for the enhancements I'm rethinking the effects of all of those honestly, except maybe the stratagem one. May keep the idea of Litany of Faith but time it down a lot.

  The problem with the stratagem one is almost nobody is going to use it.  You can only get one (extra extra) CP per round.  Most people are already getting that from Azrael who is all but auto-include even before the freebie CP he gives you.

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